Search found 109 matches

by FrodoOf9Fingers
Fri Nov 03, 2017 5:17 am
Forum: General discussion
Topic: I am impatient
Replies: 56
Views: 24217

Re: I am impatient

Jap2.0 wrote:
Koub wrote:
Jap2.0 wrote:[...]
Sorry guys, I don't really feel like arguing about this. The main point I was trying to make is that supporting mods is not an obligation to all developers of games.
FTFY :)
FTFY :)
FTFY :)
by FrodoOf9Fingers
Sun Oct 29, 2017 11:05 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 26185

Re: [MOD 0.15] Automatic train deployment

I'm having some difficulty getting the Copying Train Output to work, namely, the train spawns, but its not set to automatically go. Not sure what could be wrong, The Random Train Output stops seems to work.
by FrodoOf9Fingers
Thu Oct 19, 2017 2:39 am
Forum: Ideas and Suggestions
Topic: Slightly change wait 0 seconds logic
Replies: 17
Views: 5150

Re: Slightly change wait 0 seconds logic

Actually, what is your use-case for this? It's niche, but image tracks like this: | | | | | | | | | | | | | | | | | | | | o o o o o ---- Furances | | | | | | | | | | | | | | | | | | | | o o o o o ---- Furances | | | | | | | | | | | | | | | | | | | | o o o o o ---- Furances | | | | | | | | | | | | |...
by FrodoOf9Fingers
Tue Oct 17, 2017 8:55 pm
Forum: Ideas and Suggestions
Topic: Slightly change wait 0 seconds logic
Replies: 17
Views: 5150

Re: Slightly change wait 0 seconds logic

True, but it is much easier to say "0 seconds". Circuit conditions work, but they require more entities. Why would you have a wait time of 0 seconds otherwise? 1 second doesn't work, you lose 59 frames of efficiency :P. Additionally, it's supposed to work with stack inserters. All in all, ...
by FrodoOf9Fingers
Tue Oct 17, 2017 4:51 pm
Forum: Ideas and Suggestions
Topic: Slightly change wait 0 seconds logic
Replies: 17
Views: 5150

Slightly change wait 0 seconds logic

Instead of having a train stop then start instantly, add a close to 0 wait (1 tick) for this specific train wait condition. WHY: Wait condition of 0 accomplishes little in game. Inserters cannot take anything off of the train, it just stops then starts. It would be cool if the train waited for 1 tic...
by FrodoOf9Fingers
Tue Oct 17, 2017 4:34 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 64218

Re: Friday Facts #212 - The GUI update (Part 1)

It would be great if...

We could change the default wait condition parameters, maybe allow for shift copy/paste within the UI. I rarely use the default wait condition setup.
by FrodoOf9Fingers
Wed Oct 11, 2017 5:28 pm
Forum: General discussion
Topic: Why isn't drone content considered apart of the logi network
Replies: 6
Views: 2509

Re: Why isn't drone content considered apart of the logi network

It's a little weird...

The items held by bots are noticed by the receiving entity (look at a requester chest that is being filled and it will show what is being delivered). It shouldn't be hard to include that number of requester chests in the overall logistic network numbers.
by FrodoOf9Fingers
Sun Sep 24, 2017 4:27 pm
Forum: General discussion
Topic: Trains are even more lethal than you thought!
Replies: 19
Views: 8193

Re: Trains are even more lethal than you thought!

I can certainly see it. But we are talking about a man who survived an uncontrolled descent from orbit, maybe humans from the future are made of tougher stuff? Or maybe... He's really in a coma after falling such a distance and is only dreaming of making a factory within a couple of days that can la...
by FrodoOf9Fingers
Tue Sep 19, 2017 7:06 pm
Forum: General discussion
Topic: Your opinion on how to calculate an efficient expansion path
Replies: 7
Views: 3103

Re: Your opinion on how to calculate an efficient expansion path

I concur with the end-objective perspective. However, I personally have two modes: goal oriented and expansionist. Goal oriented is already described (create just enough to satisfy target demand). However, in the expansionist mode, I work nearly the opposite direction. For instance, I'm currently bu...
by FrodoOf9Fingers
Mon Sep 18, 2017 2:04 pm
Forum: General discussion
Topic: Train pathfinder in-depth
Replies: 5
Views: 5086

Re: Train pathfinder in-depth

There is a tradeoff between smarts and efficiency. Large train worlds don't benefit much from having smarter Pathfinding I'd thier ups crashes. Additionally, distance is factored in for trains, that train 400km away would have very, very little weight. Finally, there is a differnce between moving tr...
by FrodoOf9Fingers
Fri Sep 15, 2017 5:18 pm
Forum: General discussion
Topic: Alternative to using WASD key for movement
Replies: 10
Views: 5338

Re: Alternative to using WASD key for movement

It's be really nice to have alternative bindings.

The game's pausibility is great for me because I can just help out with kids/baby whenever. It'd be nice to have the ability to map all of the keys to the number pad, so I could feed the baby and still play with the other hand >.>
by FrodoOf9Fingers
Fri Sep 15, 2017 1:34 am
Forum: General discussion
Topic: Train pathfinder in-depth
Replies: 5
Views: 5086

Re: Train pathfinder in-depth

Oh, and here is an example of what the units are:

"Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path." 15.0 patch notes
by FrodoOf9Fingers
Fri Sep 15, 2017 1:02 am
Forum: General discussion
Topic: Train pathfinder in-depth
Replies: 5
Views: 5086

Re: Train pathfinder in-depth

Good find to know! I guess the A* theory might be coming from the A* comment in the header file >.> I think the biggest general takeaway is that each rail segment is a node (probably shoulda known that already), and if you want to keep ups high, don't spam segments. I wonder if there are any easy wa...
by FrodoOf9Fingers
Mon Sep 11, 2017 2:58 am
Forum: Gameplay Help
Topic: Rocket lauch timings?
Replies: 12
Views: 6964

Re: Rocket lauch timings?

It is 1830 ticks from the time that inserter drops a satellite into the rocket to when it picks up the next satellite. Factoring in the time that a stack inserter takes to move the satellite, it's 1:01 as others have suggested.

Thanks everyone!
by FrodoOf9Fingers
Thu Sep 07, 2017 2:21 am
Forum: General discussion
Topic: Is "Lazy Bastard" appropriate?
Replies: 43
Views: 16764

Re: Is "Lazy Bastard" appropriate?

The word "Bastard" doesn't offend me personally, but I could certainly see others taking some offense and not buy the game. I find the thought of some one rejecting this game for the sole reason of the word "bastard" in one achivment, while having no problems with the constat mu...
by FrodoOf9Fingers
Wed Sep 06, 2017 8:07 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200670

Re: Parrallel processing in games & applications

Perhaps there's been some confusion here. I am not saying that implementing multi-threading is easy. I am not saying that we should implement multi-threading. I know it's hard. But it's not as hard as many people seem to think. Yes, race conditions need to be considered. Yes, there is overhead from ...
by FrodoOf9Fingers
Wed Sep 06, 2017 5:18 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200670

Re: Parrallel processing in games & applications

I don't think the memory upper limit on number of flights will be constraining (if it exists, I've never heard of it, and if it's there, shoot me a link, sounds interesting). I don't see the memory bandwidth becoming an issue: I believe currently orders of magnitude less than the maximum memory to ...
by FrodoOf9Fingers
Wed Sep 06, 2017 5:05 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200670

Re: Parrallel processing in games & applications

milo christiansen wrote:Have you ever done serious work with multithreading? For some reason I doubt it.
I've already stated my experience with threading. There's no reason to resort to personal attacks.
by FrodoOf9Fingers
Wed Sep 06, 2017 3:33 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200670

Re: Parrallel processing in games & applications

Processing lists of work items in threads is, IMO, the easiest form of threading (fork/join). We're talking about the update loop. What you are describing is message passing between threads, which is -already- implemented between the UI and game engine in some form or another (I would bet money on i...
by FrodoOf9Fingers
Wed Sep 06, 2017 3:02 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200670

Re: Parrallel processing in games & applications

Koub wrote:[Koub] Merged into older and more complete topic
Thanks!

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