FTFYJap2.0 wrote:FTFYKoub wrote:FTFYJap2.0 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 obligationto all developers of games.
Search found 109 matches
- Fri Nov 03, 2017 5:17 am
- Forum: General discussion
- Topic: I am impatient
- Replies: 56
- Views: 24217
Re: I am impatient
- 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.
- 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 | | | | | | | | | | | | |...
- 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, ...
- 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...
- 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.
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.
- 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.
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.
- 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...
- 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...
- 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...
- 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 >.>
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 >.>
- 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
"Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path." 15.0 patch notes
- 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...
- 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!
Thanks everyone!
- 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...
- 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 ...
- 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 ...
- 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
I've already stated my experience with threading. There's no reason to resort to personal attacks.milo christiansen wrote:Have you ever done serious work with multithreading? For some reason I doubt it.
- 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...
- 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
Thanks!Koub wrote:[Koub] Merged into older and more complete topic