Search found 57 matches

by Nidan
Sat Jan 05, 2019 4:16 am
Forum: Ideas and Suggestions
Topic: Save password field when joining a server
Replies: 9
Views: 1210

Re: Save password field when joining a server

[...] First: that's dumb. At least have two or three passwords, distributed among accounts based on how much you care about what they're protecting. Sensible advice, but laziness and/or ignorance usually wins. Second: if this is something they implement, there might be some better way to do it than...
by Nidan
Fri Jan 04, 2019 10:01 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 32266

Re: Friday Facts #276 - Belt item spacing & Script rendering

"Breaks" in the sense of detecing >4 when on full throughput for as long as the two splitted belts have not been emptied, so for about 2 seconds, after that the normal full belt throughput will again be split into 2* 1/2 full belt and detected as 2* 4 items on the belt Those bits can't em...
by Nidan
Tue Nov 13, 2018 12:32 am
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 12258

Re: Optimize Drone Movement

There's a simple fix to prevent the bots being stuck in a loop: Remember the last roboport the bot left/charged at, and whenever the bot needs to charge only allow roboports that are closer to the target than the last one. Once the bot has reached it's target allow all roboports again. Keeps the bot...
by Nidan
Tue Oct 16, 2018 5:51 am
Forum: Ideas and Suggestions
Topic: Circuits: enhancing rail signal function
Replies: 6
Views: 1165

Re: Circuits: enhancing rail signal function

ikarikeiji wrote: ↑
Mon Oct 15, 2018 12:59 pm
If a signal set red only by circuit signal really outputs a red signal back onto the circuit network, I would suggest this is changed as that's really not a useful behaviour.
A signal blocked by circuit condition outputs nothing.
by Nidan
Mon Aug 27, 2018 6:05 am
Forum: Ideas and Suggestions
Topic: Mitigating the dangers of manual train driving
Replies: 3
Views: 874

Re: Mitigating the dangers of manual train driving

Actually, the train following you is the one that can (and will) stop in time, even if you stop instantly. The problem is trains crossing or joining your path, as these have a signal already reserved by them (yellow) turn red. A solution could be to handle the manual train similar to an automatic tr...
by Nidan
Sat Jul 21, 2018 10:41 pm
Forum: Ideas and Suggestions
Topic: Option to make server wait for slowest client
Replies: 31
Views: 4497

Re: Option to make server wait for slowest client

Aslo if the server is set to auto-pause when no-one is connected, then I agree it shouldn't un-pause until the first player to connect actually finishes downloading the map. I would go one step further: Even if the server doesn't auto-pause, it should pause while the first (and only the first) play...
by Nidan
Fri Jun 08, 2018 2:42 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 32196

Re: Friday Facts #246 - The GUI update (Part 3)

I keep wondering what the red button at the top of some of those windows does, and why it needs be red. Reload? Looks like "Reset to preset defaults" to me and since it removes your changes, red seems appropriate. Ideally the button should be disabled while you are at the defaults. In the...
by Nidan
Wed May 09, 2018 12:45 am
Forum: Ideas and Suggestions
Topic: Could the map be rotated?
Replies: 9
Views: 3229

Re: Could the map be rotated?

No, because there would need to be many more graphics made to accomodate this rotation. Some entities already exist in all possible rotations, e.g. biters, players, cars, trains, ... The main problems are buildings. But, due to the HR graphics update, most entities should already have proper 3D mod...
by Nidan
Tue Mar 13, 2018 7:46 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 23633

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

I posted an error message for the mod Science Pack Dependencies stated below, however the issue seems to lie within your mod instead. ...snip... I'm pretty sure it's related to the bug mentioned at the end of last page which is already fixed by now. I couldn't get our mods to crash using 1.1.2 of N...
by Nidan
Mon Jan 22, 2018 10:39 pm
Forum: Resolved Problems and Bugs
Topic: [16.17][linux] Game won't start without libssl.so.1.0.0
Replies: 4
Views: 1722

Re: [0.16.17] Game won't start without libssl.so.1.0.0 on Linux

Same issue here, game wants libssl/libcrypto 1.0.0, I have 1.0.2 and 1.1 installed. Tricking the linker into using them doesn't work due to missing symbols.
Debian oldstable still has version 1.0.0, but that's, well... old

I recommend linking against a less ancient version of libssl and libcrypto
by Nidan
Thu Sep 07, 2017 1:03 pm
Forum: Ideas and Suggestions
Topic: Run process at higher priority
Replies: 7
Views: 1315

Re: Run process at higher priority

Jap2.0 wrote:Is there a Linux equivalent?
nice (or renice for a process that's already running)
But decreasing niceness (aka increasing the priority) usually requires root privileges.
by Nidan
Wed Aug 30, 2017 8:59 pm
Forum: Ideas and Suggestions
Topic: power visualisation change
Replies: 11
Views: 1864

Re: power visualisation change

+1 This bothered me for a long time before I got used to the current system but I would prefer this too. I'm thinking about something like this: http://i.imgur.com/2aaaf9M.png I think this is the best option. Except that the numbers on the left (consumption) aren't really necessary as they'll alway...
by Nidan
Fri Jun 09, 2017 3:35 pm
Forum: Implemented Suggestions
Topic: Missing Research Requirements fix [0.15]
Replies: 19
Views: 5400

Re: Missing Research Requirements fix [0.15]

I chuckle at this whole discussion, because as a new player I find the entire tech tree (beginning at 3 layers down) to be so convoluted and confusing that probably only the most experienced players would even notice these issues. The UI for the tech tree needs work. Fear not! After adding all thos...
by Nidan
Fri Jun 09, 2017 2:17 am
Forum: Implemented Suggestions
Topic: Missing Research Requirements fix [0.15]
Replies: 19
Views: 5400

Re: Missing Research Requirements fix [0.15]

I just made a mod to add these dependencies. For a vanilla game it adds 66 new dependencies advanced-electronics (blue) to 2 progress techs: advanced-oil-processing, electric-energy-distribution-2 11 bonus only techs: braking-force-1, bullet-damage-5, bullet-speed-5, flamethrower-damage-3, grenade-d...
by Nidan
Sun Mar 19, 2017 5:40 pm
Forum: News
Topic: Friday Facts #182 - Optimizations, always more optimizations
Replies: 94
Views: 27176

Re: Friday Facts #182 - Optimizations, always more optimizations

They use the A* algorithm which is normally algoritmically fast, but only gives approximate optimal results, since pathfinding is NP hard. And solving NP hard problems exact can take exponential time. Well, while A* being in NP is technically correct, A* is actually in P. The worst case, exploring ...
by Nidan
Sat Nov 21, 2015 4:57 am
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 45668

Re: Friday Facts #113 - Better rail building

A* (and Dijkstra) are designed in a way that the very first solution found is the best. Correct; but this doesn't apply to the bidirectional variants of either algorithm. The last scanned node of the first complete path needn't be on a global optimal path at all. Instead, once those path trees have...
by Nidan
Sat Nov 21, 2015 2:38 am
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 45668

Re: Friday Facts #113 - Better rail building

In the next example, the first solution found is not optimal, as the curves can be straightened, so extra steps of the algorithm is needed to find a better solution. I take it the heuristic function is not quite admissible (i.e., the cost-to-goal estimate can sometimes be slightly higher than the a...

Go to advanced search