Search found 73 matches

by quadrox
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 :D
by quadrox
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?

ssilk wrote:You can place robots also like capsules into the air. They fly to the next task or next roboport.
Ah, I didn't know that, thanks :)
by quadrox
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!
by quadrox
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 ...
by quadrox
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...
by quadrox
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...
by quadrox
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...
by quadrox
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

Supercheese wrote:
quadrox wrote:Does concrete increase pollution? I hope not?!
It doesn't increase pollution, but it doesn't decrease it at all -- whereas regular grass does slightly absorb some pollution.
Ah... I shall have to delete all the concrete from my base then, what a shame.
by quadrox
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...
by quadrox
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?!
by quadrox
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 ...
by quadrox
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:)
by quadrox
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...

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