Search found 258 matches
- 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 ...
- 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- Forum: Outdated/Not implemented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.
- 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 ...
- 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?
- 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.
Naturally in that case you'd add inventory slots to compensate.
- 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.
- 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.
- 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.
- 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...
- 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?
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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?
- 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
I suspect player position is not kept sufficiently synchronized to allow for dodging attacks.Oktokolo wrote:I don't think, there is anyone in the "worm attacks should not be dodgeable" camp.