Search found 73 matches
- Fri Aug 19, 2016 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Roofs
- Replies: 3
- Views: 1607
Re: Roofs
While this would be really low on my priority list, I actually like this idea a lot. But then again, I guess I have some sort of neatness OCD
- Fri Aug 19, 2016 12:10 pm
- Forum: General discussion
- Topic: Logistic robots - do they have a preferred home?
- Replies: 9
- Views: 3922
Re: Logistic robots - do they have a preferred home?
Ah, I didn't know that, thanksssilk wrote:You can place robots also like capsules into the air. They fly to the next task or next roboport.
- Fri Aug 19, 2016 7:01 am
- Forum: Ideas and Suggestions
- Topic: Trees more obvious on map
- Replies: 10
- Views: 4663
Re: Trees more obvious on map
Oh please, this one bugs me a lot - I want to be able to see trees on the minimap as well!
- Fri Aug 19, 2016 6:10 am
- Forum: General discussion
- Topic: Logistic robots - do they have a preferred home?
- Replies: 9
- Views: 3922
Logistic robots - do they have a preferred home?
I am curious about how logistics robots (and to a lesser degree construction robots) work. When you add new robots, you add them to a specific roboport. Is that roboport their "home" which they will return to after completing their tasks? Or will they just go to the nearest roboport? Will ...
- Fri Aug 19, 2016 5:45 am
- Forum: Ideas and Suggestions
- Topic: Trains: semi-automatic mode and autopilot
- Replies: 6
- Views: 2482
Re: Trains: semi-automatic mode and autopilot
I don't understand your suggestion - I am usually not stupid, but it seems to me you skipped a few steps in your explanation: The only reliable way to affect pathfinding algo is by changing penalty of some blocks (yeah, and it is not possible at this moment), but what does this penalty mean? For the...
- Fri Aug 19, 2016 5:27 am
- Forum: Ideas and Suggestions
- Topic: I want to make suggestions, but I got links to mods!! :(
- Replies: 18
- Views: 26044
Re: I want to make suggestions, but I got links to mods!! :(
These are all very good points, and I do not disagree in any way. And of course there will be ideas that stray too far from the theme/idea of the vanilla game to ever be implemented in vanilla, and therefore they can only be done in mods. However one important point has not been mentioned: Authentic...
- Thu Apr 07, 2016 4:35 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 153
- Views: 54698
Re: ARM architecture
It's possible but will increase the memory footprint and require quite a bit of duplicate calculations. Absolutely! Or some extra lag. With an update frequency of 60Hz, lagging for one tick should not be noticeable. For example an inventory can check which inserters are trying to pull from it and t...
- Thu Apr 07, 2016 2:08 pm
- Forum: General discussion
- Topic: Questions to DEVs about optimization of CPU usage
- Replies: 9
- Views: 5514
Re: Questions to DEVs about optimization of CPU usage
Ah... I shall have to delete all the concrete from my base then, what a shame.Supercheese wrote:It doesn't increase pollution, but it doesn't decrease it at all -- whereas regular grass does slightly absorb some pollution.quadrox wrote:Does concrete increase pollution? I hope not?!
- Thu Apr 07, 2016 2:00 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 153
- Views: 54698
Re: ARM architecture
Since sharing state between threads is an issue for parallellism, wouldn't it be possible to make each thread use the previous state as input? Since the state from the previous tick will no longer be updated, it can safely be shared across threads. This would introduce a tiny amount of lag before co...
- Wed Apr 06, 2016 5:04 pm
- Forum: General discussion
- Topic: Questions to DEVs about optimization of CPU usage
- Replies: 9
- Views: 5514
Re: Questions to DEVs about optimization of CPU usage
Does concrete increase pollution? I hope not?!
- Tue Apr 05, 2016 8:19 pm
- Forum: Implemented Suggestions
- Topic: Requester chest that also works as provider chest
- Replies: 6
- Views: 8197
Requester chest that also works as provider chest
Sometimes items are produced in a central location, but are requested (typically by the player) in places that are farther away. In order to reduce waiting time for the items, it would be nice if the items could be stored in special chests in the outer part of the base. AFAIK, there is currently no ...
- Tue Apr 05, 2016 10:31 am
- Forum: General discussion
- Topic: Questions to DEVs about optimization of CPU usage
- Replies: 9
- Views: 5514
Re: Questions to DEVs about optimization of CPU usage
Wow, thanks for the quick response I will read those blog posts with great interest when I get home from work later.
Again, the work you guys have done so far is simply amazing, so thanks for that as well:)
Again, the work you guys have done so far is simply amazing, so thanks for that as well:)
- Tue Apr 05, 2016 9:29 am
- Forum: General discussion
- Topic: Questions to DEVs about optimization of CPU usage
- Replies: 9
- Views: 5514
Questions to DEVs about optimization of CPU usage
As a programmer I am quite impressed with how this game can simulate a huge world with thousands of objects interacting with each other. We can have thousands of tiles with transport belts, each of which can contain a mixture of various resources, factories are constantly producing new items, aliens...