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by JohnyDL
Thu Nov 09, 2017 12:43 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 36255

Re: Personal robots prioritizing nearest first

You do not check the list. What happens is that an inserter inserts an item into the logistic network. That action moves a ghost from the list. No checking involved How? Magic? It's a Different part of the code completely separate. Inserters have nothing to do with bots or ghosts. The logistics net...
by JohnyDL
Thu Nov 09, 2017 12:15 pm
Forum: Ideas and Suggestions
Topic: Construction Robots should have mining power
Replies: 16
Views: 2275

Re: Construction Robots should have mining power

Not if it's mining for the whole distance it can, if you stand on a yellow belt mining trees with a steel pick you can almost mine them up in the time it takes you to move past then if a bot did the same action at the same speed it'd only get half way to the tree before mining it and turning back no...
by JohnyDL
Thu Nov 09, 2017 12:08 pm
Forum: Ideas and Suggestions
Topic: Items per second info on machines.
Replies: 21
Views: 5155

Re: Items per second info on machines.

My initial instinct would say underestimate at 0.4ish coal/sec and I'd use that to guess 100 ish to fill a blue belt because a little overkill never hurts. Productivity research is 2% boost per level with no speed cost prod 3 modules are 10% productivity for a speed reduction of 15% each Base speed ...
by JohnyDL
Wed Nov 08, 2017 10:43 pm
Forum: Ideas and Suggestions
Topic: Assemblers should show in the UI that output blocks
Replies: 2
Views: 508

Re: Assemblers should show in the UI that output blocks

I use/love bottleneck and logistics bottleneck to do that

Also how do you tint outputs when there's no defined outputs on assemblers, yes there is for fluid things but any inserter in any position might be the input or output
by JohnyDL
Wed Nov 08, 2017 10:41 pm
Forum: Ideas and Suggestions
Topic: Items per second info on machines.
Replies: 21
Views: 5155

Re: Items per second info on machines.

Am I missing something here? The crafting speed after accounting for all modifiers -- beacons, modules, research, whatnot -- is already shown, isn't it? The input rate is crafting speed / recipe time * ingredient items and the output rate is crafting speed / recipe time * productivity multiplier * ...
by JohnyDL
Wed Nov 08, 2017 12:00 am
Forum: Ideas and Suggestions
Topic: Items per second info on machines.
Replies: 21
Views: 5155

Re: Items per second info on machines.

I'm not sure, in some ways I would find this useful in other ways it breaks the puzzle aspect by just giving the numbers. right now I don't worry too much about perfect setups if it's obvious I do accurate ratios if it's not I overkill the inputs. Yes there are people who want everything perfect and...
by JohnyDL
Tue Nov 07, 2017 11:45 pm
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 26679

Re: round up fluids reading train inventory

If statements by definition involve jump commands which clear the fetch execute cycle and add an extra memory interaction as well as cycles but in most cases a few cycles is more than 1 memory interaction (i think). It might be negligible but it's also antithetical to code optimization that has been...
by JohnyDL
Tue Nov 07, 2017 10:48 pm
Forum: Ideas and Suggestions
Topic: railway placement
Replies: 19
Views: 4796

Re: Parallel train tracks with odd number of fields between them

Isn't it just part of the puzzle to have it snap to the 2x2 grid rather than the 1x1? What are the knock on effects to things like stations and signalling? Does rail have to become a 2x1 item in order to line up with curves?
by JohnyDL
Tue Nov 07, 2017 10:37 pm
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 26679

Re: round up fluids reading train inventory

Yes detecting to so something different at 0<x<0.5 to do something different there rather than at any other time adds clock cycles for every tank and fluid wagon on the map every tick vs being consistent everywhere and taking fewer cycles. So one way or the other it has to be and ceiling function vs...
by JohnyDL
Tue Nov 07, 2017 4:27 pm
Forum: Ideas and Suggestions
Topic: Construction Robots should have mining power
Replies: 16
Views: 2275

Re: Construction Robots should have mining power

I don't think the robots should mine faster than the human. Just for mechanic reasons. This is a game about automation, so you should assign a task (deforestation) and if it takes too long to do, well automate more bot production. If you need to take out a thousand trees, it'll take 2 seconds if yo...
by JohnyDL
Tue Nov 07, 2017 4:18 pm
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 26679

Re: round up fluids reading train inventory

EXCEPT: try to design a station where you unload one fluid and load a different fluid in the same train. E.g. a train with water comes in, you pump it empty and then you pump in steam instead. Not impossible but the logic gets a lot more complex and you need 4 tanks instead of 3. so long as there w...
by JohnyDL
Tue Nov 07, 2017 4:12 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 36255

Re: Personal robots prioritizing nearest first

I'm thinking what is the most efficient way to process all the ghosts which change state, not all lists. How do you know if a ghost has changed state? you run some code to check it. Using the lists you can bulk check ghosts by looking at each list but it's literally magic to know if a ghost's state ...
by JohnyDL
Tue Nov 07, 2017 7:15 am
Forum: Ideas and Suggestions
Topic: Construction Robots should have mining power
Replies: 16
Views: 2275

Re: Construction Robots should have mining power

I think this is a balancing issue, but my 2 cents is robots could easily be considered stronger than the player by at least an order of magnitude or 2 so if it takes 10 seconds for the player to do with the best tool it could take anything from a few ticks to a whole second and given that the player...
by JohnyDL
Mon Nov 06, 2017 3:58 pm
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 26679

Re: round up fluids reading train inventory

Checking for 0 or <squid amount is pretty much the same. Only difference is in loading the constant to compare the tank/pipes current fill level with. But on the note of squishing: I would love to have pushing instead. Say you have a pipe 10 pieces long filled with left over water. Now you connect ...
by JohnyDL
Mon Nov 06, 2017 3:54 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 36255

Re: Personal robots prioritizing nearest first

That depends on what the lists are for. As I see it you do not do any work on the lists, they are just there to organize the ghosts. You do work on the ghosts (and players heaps). So the work per tick is defined by how many ghosts / players you handle each tick. Not on how many lists there are. And...
by JohnyDL
Sun Nov 05, 2017 12:11 pm
Forum: Ideas and Suggestions
Topic: Harvester drones
Replies: 3
Views: 872

Re: Harvester drones

okay I'm gonna go try nougat right now I have a tonne of ore under my mega base that I've just plowed over it'd be cool to recover some of it for free ^_^ (and it'll save me setting up mining outposts for a little while)
by JohnyDL
Sun Nov 05, 2017 11:47 am
Forum: Ideas and Suggestions
Topic: Nuclear disasters
Replies: 36
Views: 6791

Re: Nuclear disasters

I think what you really want is a SimCity (original) style Natural disaster button that randomly makes some sort of disaster that you have to deal with (Mod territory I think)
by JohnyDL
Sat Nov 04, 2017 2:50 pm
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 26679

Re: round up fluids reading train inventory

Aren't floor operations faster (if you're taking it that far) because it's a truncate command (0 all digits) after a point. So a ceiling is a floor +1 as much as round is floor +0.5 Again you check the pipes anyway as part of the flow operations because pipes will push fluids when mixed based on pre...
by JohnyDL
Sat Nov 04, 2017 10:46 am
Forum: Ideas and Suggestions
Topic: Nuclear disasters
Replies: 36
Views: 6791

Re: Nuclear disasters

Wouldn't the chance of one happening always be 1/1,000,000 like IRL the major nuclear disasters didn't have warnings. Also why? I mean who would benefit from their power exploding, it'd be a pain to fix, you'd power down the factory preventing fixes and disabling defences and to most be considered a...
by JohnyDL
Sat Nov 04, 2017 10:35 am
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 26679

Re: round up fluids reading train inventory

It's not particularly computationally expensive to do either, rounding, floor and ceiling are all built in functions and I'd guess all about the same cost give or take a cycle so I can see that being an argument but to use one rather than another near zero is an if statement which relatively speakin...

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