Search found 264 matches

by pleegwat
Sun Jan 14, 2018 2:21 pm
Forum: Ideas and Suggestions
Topic: Train Stop offset switch
Replies: 4
Views: 1316

Re: Train Stop offset switch

Actually, it's caused by the combination of rails on a double-size grid and train cars having effective length 7. If cars were changed to be 5 or 7 long, or the inter-car area increased to 2, so effective length is even, this would resolve the problem. Meanwhile, building a double-headed train with ...
by pleegwat
Fri Jan 12, 2018 9:17 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 378284

Re: Friday Facts #225 - Bots versus belts (part 2)

I'm seeing a lot of clash between a camp saying 'Bots are OP' and a camp saying 'Bots are harder than you think'. Are there any ways to change bots so their complexity becomes more obvious? The first aspect I am thinking of here is the current charging mechanic. This appears to be something only hea...
by pleegwat
Wed Jan 10, 2018 6:42 pm
Forum: Duplicates
Topic: [0.16.15] Inserter ignores circuits in certain situations
Replies: 4
Views: 1248

Re: [0.16.15] Inserter ignores circuits in certain situations

I could see having separate circuit conditions for picking up and dropping, though that could be too confusing to put in the main game.
by pleegwat
Mon Jan 08, 2018 9:40 pm
Forum: Implemented in 2.0
Topic: New types of rails (curves, s-curves ...)
Replies: 30
Views: 23757

Re: New types of rails (curves, s-curves ...)

A bridge which goes over anything would necessitate at least 2 positions on the Z axis, or anything standing below the bridge would collide with a train passing over it.
by pleegwat
Sun Jan 07, 2018 2:01 pm
Forum: Ideas and Suggestions
Topic: Support for 5-button mice
Replies: 6
Views: 1687

Re: Support for 5-button mice

I think windows' builtin driver goes up to 5 buttons and a wheel. Mice with more buttons tend to have special drivers. Linux tends to go higher, limit probably 16 or 32?
by pleegwat
Sat Jan 06, 2018 8:59 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 350116

Re: Friday Facts #224 - Bots versus belts

To empower belts, I like the idea of introducing crates/pallets, which contain a full stack of any item, don't stack themselves, and cannot be carried by bots. Packing or unpacking could be done in a normal assembler. This potentially also makes belts more UPS-friendly, since the number of items mov...
by pleegwat
Fri Jan 05, 2018 6:52 pm
Forum: Gameplay Help
Topic: Combinators: Unloading off train
Replies: 2
Views: 947

Re: Combinators: Unloading off train

Multiply the amount in the base by -1, put it on the red wire. Read the train contents on the green wire. Attach both of them to a filter inserter in set filter mode.
by pleegwat
Thu Jan 04, 2018 7:27 pm
Forum: Ideas and Suggestions
Topic: Ingame simple calculator
Replies: 11
Views: 7355

Re: Ingame simple calculator

If you have a smartphone, it almost certainly includes a calculator app as well.
by pleegwat
Thu Jan 04, 2018 7:18 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 416
Views: 249384

Re: Performance optimization - post your saves

Artillery auto-targeting?
by pleegwat
Mon Jan 01, 2018 8:13 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 104741

Re: 0.16 Map generation Feedback

Did moddable map generation parameters make it into 0.16?
by pleegwat
Fri Dec 29, 2017 4:50 pm
Forum: Gameplay Help
Topic: Train Pathing Question
Replies: 14
Views: 4145

Re: Train Pathing Question

I could see giving some penalty to paths through a two-way signal.
by pleegwat
Mon Dec 25, 2017 4:00 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55708

Re: Friday Facts #222 - Christmas avalanche

Barrels only stack to 10, so stack inserters can only move 10 barrels per swing, which makes it 3.03s per full wagon or 33k/s. And it is the full wagon that is key here. 40 stacks of barrels means 40 swings to move everything out, plus 40 swings to move the empty barrels back in. If you store fulls...
by pleegwat
Sun Dec 24, 2017 11:51 am
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55708

Re: Friday Facts #222 - Christmas avalanche

I would appreciate even more different wagons for different types of cargo. We got box cars and tankers. And the box cars should keep beeing usable for any type of cargo (liquids after barreling) but should be the less efficient option when there is a more specialized wagon available. What about fl...
by pleegwat
Sat Dec 16, 2017 3:37 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 59302

Re: Friday Facts #221 - 0.16 is out

How about a new item ('loading funnel'), needing a belt and some iron, which inserters can insert onto to achieve compression. Unlike the suggested 3-to-1 compressor, this would only work with items inserted into the funnel. An inserter would insert into the funnel (holding up to 2 unstacked items, ...
by pleegwat
Sat Nov 18, 2017 4:50 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 35557

Re: Friday Facts #217 - Just another Friday Facts

I like the idea of linking to biome, or otherwise spawning more iron in some directions and more copper in others. By later game, you're training it around anyway, so if you need iron, expand in a direction which has iron, and if you need copper, expand toward copper.
by pleegwat
Sat Nov 11, 2017 5:43 pm
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 29701

Re: Friday Facts #216 - Paving a path for the GUI update

Well, if you're offering bindings for C#, wouldn't that mean any other .net language would also work?
by pleegwat
Thu Nov 09, 2017 5:32 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44918

Re: Friday Facts #215 - Multithreading issues

I may be wrong, but based on the FFF it appears that you have three different processes that update a single variable, but that variable is shared between each. (...) I also suspect that this isn't the correct path for parallelization any way, you'll likely find that each step itself could be paral...
by pleegwat
Tue Nov 07, 2017 10:50 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44918

Re: Friday Facts #215 - Multithreading issues

creating/reaping threads costs time too. I do hope you're not doing that every tick?
by pleegwat
Sat Nov 04, 2017 11:51 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44918

Re: Friday Facts #215 - Multithreading issues

Notwithstanding the interesting discussion about whether your analysis is right, I have a suggestion for achieving parallel thread update isolation at whatever granularity you need without moving data as entities move. Given N threads that will be updating in parallel some object type T, create N s...
by pleegwat
Sat Oct 14, 2017 12:09 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 65243

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

Regarding skipping stations: How about a set of conditions on whether to visit a station, in addition to the wait conditions? Normally this would be an empty list, meaning the station is visited. Adding a rule like 'Fuel less than X MJ' or 'Cargo of Iron less than 8000' could make a station be skipp...

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