Search found 30 matches

by roidal
Sun May 14, 2017 11:36 am
Forum: Duplicates
Topic: [0.15.10] demo-trees Copy
Replies: 1
Views: 678

[0.15.10] demo-trees Copy

Is the file "data/base/prototypes/entity/demo-trees - Copy.lua" supposed to exist?

Seems more like it came from testing? :mrgreen:
by roidal
Sun May 14, 2017 7:51 am
Forum: Duplicates
Topic: [0.15.10] steam production statistic
Replies: 1
Views: 644

[0.15.10] steam production statistic

Statistics for produced steam seems not to be calculated, same with consumed water for steam-production.
by roidal
Thu May 11, 2017 7:57 am
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 52556

Re: Version 0.15.10

For example, that steam for coal liquification seems weird, just put a boiler next to a line full of coal that's already there and plug in, doesn't seem to add much to the game. Theoretically setting up combined power plant and refinery might be cool, but I'm personally not going to try that before...
by roidal
Sat Oct 29, 2016 6:57 am
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 62591

Re: Friday Facts #162 - Theme Art Again

... For instance, hot fluid is consumed by steams engines to generate power, so they would need to consume 10x as much fluid, yet only generate the same amount of power.
How was this done? By reducing the energy stored in 1 unit water (per degree)?
by roidal
Sat Aug 13, 2016 6:35 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 81752

Re: Friday facts #151 - The plans for 0.14

Some kind of "mine uranium -> put it into boiler" wouldn't be a proper use of the potential at all. In my opinion nuclear power would only be an advantage if the power/size ratio is much higher than that of actual thermal powerplants. Maybe this should come with some risk. For example as ...
by roidal
Fri Jul 15, 2016 4:36 pm
Forum: News
Topic: Friday Facts #147 - Multiplayer rewrite
Replies: 68
Views: 32346

Re: Friday Facts #147 - Multiplayer rewrite

like that!
by roidal
Thu Apr 21, 2016 1:40 pm
Forum: Resolved Problems and Bugs
Topic: F5 debug info - how to read it?
Replies: 17
Views: 14602

Re: F5 debug info - how to read it?

I believe this value includes the time waited for VSync, so a large value may not necessarily indicate a problem, but I'm not sure about it. I was asking about that especially because of the large value but meanwhile i was able to figure out that it is exactly as you say...it accounts the wait-time...
by roidal
Sat Apr 09, 2016 10:03 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 72571

Security

Iam wondering if (and how) the logon from the Game would be secured?

Can we be sure that the password get encrypted by a proofed encryption/protocol before transmiting?
by roidal
Tue Mar 08, 2016 7:51 am
Forum: Resolved Problems and Bugs
Topic: F5 debug info - how to read it?
Replies: 17
Views: 14602

Re: F5 debug info - how to read it?

The frame cycle should be always 100 if it works properly (no slowdowns etc). Render preparation is the collection of data for rendering, it is done in paralell, but update can't run at that moment, render itself is processing of this data to draw the screen, while update is running. First, thanks ...
by roidal
Mon Mar 07, 2016 10:00 pm
Forum: Resolved Problems and Bugs
Topic: F5 debug info - how to read it?
Replies: 17
Views: 14602

Re: F5 debug info - how to read it?

Is there some further description of the Timing-Values somewhere? While iam able to imagine what "Update" does, i need a more exact description about "Renderer preparation", "Renderer", "Flip" and "Frame cycle". Also the "Frame cycle" seems...

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