Search found 258 matches

by pleegwat
Fri Nov 30, 2018 5:52 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50515

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

You find the cut off inserter hand and gear, but but don't think the long handed inserter is totally wrong? It removes from the furnace and places into the arithmetic combinator. And the refinery input is connected to the input side of a pump, which is filled with lubricant, and that is fed into a ...
by pleegwat
Tue Nov 27, 2018 5:44 pm
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 29679

Re: Optimize Drone Movement

Bots in flight would have to be updated every tick anyway to update their current location. Assuming the bot location and energy reserve are all in the same cache line, the only actual performance cost is in fetching the bot's speed, and that's the same value for all bots so effectively free.
by pleegwat
Sun Nov 25, 2018 3:54 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 38864

Re: Friday Facts #270 - HR Substation & Save/Load overview

it was rejected for some reason I'd like to know that reason. Most likely running two server/simulation processes on most processors reduces maximum UPS considerably since factorio performance is said to be memory bound. Also doubling the background logic could be somewhat complicate things. But I ...
by pleegwat
Mon Nov 05, 2018 12:06 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209596

Re: Friday Facts #266 - Cleanup of mechanics

How much of what you could do on a mining tool could also be done as armour equipment? And can you have armour equipment whose effects don't stack?
by pleegwat
Fri Nov 02, 2018 10:31 am
Forum: Ideas and Suggestions
Topic: Access logistic trash slots when opening a chest
Replies: 2
Views: 819

Re: Access logistic trash slots when opening a chest

Isn't that symptomatic of using trash slots as storage? Would it be better to get rid of the trash slots, and be able to mark inventory slots as trash?

Naturally in that case you'd add inventory slots to compensate.
by pleegwat
Thu Nov 01, 2018 5:06 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209596

Re: Friday Facts #266 - Cleanup of mechanics

Removing the guns as items would also remove the ability to equip the same gun twice with different ammo.
by pleegwat
Tue Oct 30, 2018 6:11 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209596

Re: Friday Facts #266 - Cleanup of mechanics

If you bring the crashed ship idea into it, having the ship act as a power source (or charged non-rechargeable battery) makes more sense to me than it happening to have power plant parts loaded on it.
by pleegwat
Mon Oct 29, 2018 9:47 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209596

Re: Friday Facts #266 - Cleanup of mechanics

Grey assemblers are a research. If they become coal powered, then there should be an alternative to electric labs as well, and probably all electric parts should be behind research.
by pleegwat
Fri Oct 19, 2018 4:57 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 54122

Re: Friday Facts #265 - Nomenclature & Steam networking

For some things, like yellow/red/blue belts and grey/blue/yellow inserters, even though practically all players use those names I think the game probably shouldn't. transport/fast/express belt carries at least some indication of their relative speeds. You might refer to 'yellow transport belt', 'red...
by pleegwat
Sat Oct 13, 2018 8:39 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44286

Re: Friday Facts #264 - Texture streaming

How much memory could be saved by making animations move in lockstep, then compressing the animation so only one frame has to be fully available at any time?
by pleegwat
Wed Oct 10, 2018 3:58 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 38803

Re: Friday Facts #263 - Trains in blueprints

When you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width. you can place ...
by pleegwat
Sat Oct 06, 2018 10:43 am
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 38803

Re: Friday Facts #263 - Trains in blueprints

Rather than (or as part of) logistics cargo wagons, I think you would want to have logistics train stations. The idea would be that the station controls the logistics role played by the wagons, so the same wagon would act as a requester chest at the requester station located near the mall, as a stor...
by pleegwat
Sun Sep 30, 2018 3:43 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 52186

Re: Friday Facts #262 - Hello my name is: Compilatron

Recommend taking those map settings, making them into a scenario and then having a scenario specific behavior for biter which sees them landfill slowly towards the player (and later you can use shallow water). This would be mod agnostic as the scripts can be in the scenario. After 0.17 is out, ther...
by pleegwat
Tue Sep 25, 2018 8:43 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115842

Re: Friday Facts #260 - New fluid system

That's the graph theory approach. Based on full physics, I'd expect resistance and inertia to at least put them closer together, though I'm being too lazy to do the math right now.
by pleegwat
Thu Sep 20, 2018 5:08 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115842

Re: Mathematical Optimization for a fluid system

Next none of the sources or drains are constant. They produce or consume a set volume in a single tick and then pause. So there never is balance point to reach. I'm not sure that assumption is necessarily valid. Assembler progress each tick is already dependent on the amount of power satisfaction t...
by pleegwat
Wed Sep 19, 2018 4:57 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115842

Re: Friday Facts #260 - New fluid system

On the one hand, I think the aquaduct/open channel approach fits the game better than a pressurized pipe system. Pressurized pipes end up too close to the electrical system for my liking. That may be realistic, but is it fun? On the other hand, I think behaviour should match visualization. Current v...
by pleegwat
Mon Sep 17, 2018 5:15 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115842

Re: Friday Facts #260 - New fluid system

I'm sure a physicist will be along shortly to tell me how wrong I am. Sorry about that ;) No really you were not wrong, but that speed of sound thing applies to the case where the pipes are always filled with no air holes. This may be a bit more realistic, but makes the pipes rather boring to watch...
by pleegwat
Sun Sep 16, 2018 9:12 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115842

Re: Friday Facts #260 - New fluid system

The main issue I see is a very low reaction speed. That's a real thing; If I remember correctly it's related to the speed of sound in the liquid. Looking at the nearest neighbours on the previous tick gives you a speed of 60 tiles per second. Google gives me real speeds of 1000-1500 m/s for common ...
by pleegwat
Sat Sep 15, 2018 6:29 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 115842

Re: Friday Facts #260 - New fluid system

@vxsote, isn't flow speed limited by the speed of sound in the fluid in question?
by pleegwat
Mon Sep 10, 2018 3:56 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 41305

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Oktokolo wrote:I don't think, there is anyone in the "worm attacks should not be dodgeable" camp.
I suspect player position is not kept sufficiently synchronized to allow for dodging attacks.

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