Search found 267 matches

by Omnifarious
Fri Sep 28, 2018 5:28 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 52275

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

I think this is nifty, and a really great solution to a bunch of tutorial mode problems. My main worry is that it will take away from the lonely castaway feeling of the game. And it's only a worry, a point of concern. I'm not saying that you shouldn't do it, just that you should consider this change...
by Omnifarious
Fri Sep 21, 2018 10:50 pm
Forum: Modding interface requests
Topic: Implement several new ghost-related events
Replies: 9
Views: 2839

Re: Implement several new ghost-related events

While this is out of scope... When I encountered the 'thing might be destroyed in the process of handling an event it generated' issue, I decided that all destruction requests should go on a queue that was processed at a level that could handle the destruction of any of the things that could be dest...
by Omnifarious
Sun Sep 16, 2018 2:59 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 116070

Re: Friday Facts #260 - New fluid system

The maximum flow problem in a graph is a fairly well studied computer science problem. I would suggest you do this: Every time someone alters a pipe network, start a thread to recalculate the network. Have the thread check for an abort signal so that it can be aborted if the network changes again be...
by Omnifarious
Mon Sep 10, 2018 3:16 pm
Forum: Mods
Topic: [MOD 0.18] RITEG
Replies: 34
Views: 14282

Re: [MOD 0.16] RITEG

This is really balanced. You'll get about the same energy from a single RITEG as you would from your fuel cells in a reactor with no neighbor bonus. 40MW * 200 seconds * 5 fuel cells = 40GJ Integrating the power output curve over 32 half lives: integrate 600000*e^(x*(-ln(2)/(12*60*60))) dx from x=0 ...
by Omnifarious
Fri Aug 24, 2018 3:35 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47367

Re: Friday Facts #256 - The little things 3

One little thing that's been bugging me for a few versions: The portable fusion reactor seems out of place with no predecessors. It was fine back when we needed alien artefacts to make it, as it could be justified as alien technology. Since they were removed (and good riddance!), it doesn't really ...
by Omnifarious
Fri Aug 17, 2018 10:43 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47367

Re: Friday Facts #256 - The little things 3

DRY411S wrote:
Drury wrote:
in 0.17 if you do end up spilling your beans, they won't land on your spaghetti
you should get a promotion for this
+1 (even though I'd rather you just couldn't unequip if it meant spilling anything)
What about if it's destroyed?
by Omnifarious
Mon Aug 13, 2018 9:35 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52536

Re: Friday Facts #255 - Construction tools

What annoys me is how they're butchering upgrade planner. Now it will not automatically take from player inventory, according to this. And it looks like you have to have construction bots and personal roboport for it? BOGUS - this was the second greatest feature of UP is that you didn't need bots f...
by Omnifarious
Mon Aug 13, 2018 9:30 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52536

Re: Friday Facts #255 - Construction tools

Regarding blueprints: My opinion is that no blueprints should ever mingle with "real" items in a player's inventory. What I mean by this is that a blueprint will always live solely within the blueprints menu. Any blueprint in hand is only then an considered an instance of the real plan. P...
by Omnifarious
Fri Aug 10, 2018 7:57 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52536

Re: Friday Facts #255 - Construction tools

The solution for the 'Q' key when holding a blueprint seems like it would be very annoying. If you must do this, allow someone to select a default and never have the dialog box show up again. Edit: I missed the bit where koravex said this would only happen with brand new blueprints. Well, that's fin...
by Omnifarious
Fri Aug 03, 2018 12:10 am
Forum: Modding discussion
Topic: 0.17 Mod/Script changelog as of February 25 2019
Replies: 20
Views: 12795

Re: 0.17 Mod/Script changelog as of July 22 2018

As a random thought, it might be nice to specify that an item can be moved by inserters, but not by bot. I'm thinking of Deadlock's Crating, Universal Palleting, and Shrink Wrap. I'm not sure if this would even be possible though. And the hovercraft mod would greatly benefit from the ability of a ve...
by Omnifarious
Tue Jul 31, 2018 10:15 pm
Forum: Logistic Train Network
Topic: Working with palleting mods
Replies: 12
Views: 2484

Re: Working with palleting mods

If you had bothered checking the save you'd find it running on one train doing all shipping in a single loop. This does all you wanted it to do without changing anything in LTN. I'm sorry. I missed the save. :-/ Yes, it works. I wasn't able to decipher all the circuit logic, but I've tried setups l...
by Omnifarious
Tue Jul 31, 2018 7:15 pm
Forum: Logistic Train Network
Topic: Working with palleting mods
Replies: 12
Views: 2484

Re: Working with palleting mods

It's all a matter of station design. I got LTN 1.7.13 to ship full barrels between provider and requester and the same amount of empty barrels back to provider through depot. Yes, using two trains, which seems wasteful and unnecessary in addition to having a time delay involved in which a station w...
by Omnifarious
Tue Jul 31, 2018 7:09 pm
Forum: Logistic Train Network
Topic: Encoded Network ID, how does it work?
Replies: 62
Views: 46785

Re: Encoded Network ID, how does it work?

So you think, if you explain the same stuff here the 128th time, the last should understand it finally? I have doubts. Yeah, looking at the history more, you're correct. My post is basically a repeat of mbr26's post. :-/ I've been feeling punchy and irritable lately and letting it affect how I post.
by Omnifarious
Tue Jul 31, 2018 5:08 pm
Forum: Logistic Train Network
Topic: Encoded Network ID, how does it work?
Replies: 62
Views: 46785

Re: Encoded Network ID, how does it work?

mrvn wrote:Your forgot one.
Which one? 2^31? I wasn't sure if I should include it because that's the sign bit and I thought it might confuse people enormously to have a large negative number (-2147483648) on the list.
by Omnifarious
Tue Jul 31, 2018 5:03 pm
Forum: Logistic Train Network
Topic: Working with palleting mods
Replies: 12
Views: 2484

Re: Working with palleting mods

What would be so hard with adding a chained-provider-limit. Then when a train is scheduled to arrive somewhere that provides more than chained-provider-limit items check if anyone requests those and add another stop to the schedule. Repeat till no more items are chain provided or nobody requests th...
by Omnifarious
Tue Jul 31, 2018 7:32 am
Forum: Logistic Train Network
Topic: Encoded Network ID, how does it work?
Replies: 62
Views: 46785

Re: Encoded Network ID, how does it work?

The simple answer to this question is this: If you want separate networks, make your network id one of the numbers in this list: 1 2 4 8 16 32 64 128 256 512 1024 2048 4096 8192 16384 32768 65536 131072 262144 524288 1048576 2097152 4194304 8388608 16777216 33554432 67108864 134217728 268435456 5368...
by Omnifarious
Tue Jul 31, 2018 6:13 am
Forum: Logistic Train Network
Topic: Working with palleting mods
Replies: 12
Views: 2484

Re: Working with palleting mods

Well, I have the code written already. It now works and serves my purposes well. I issued a pull request, though if I were to work harder on it, I would make it a lot nicer and handle more edge cases (like fluid wagons) in a reasonable fashion. It will only really work for trains that consist entire...
by Omnifarious
Mon Jul 30, 2018 7:46 pm
Forum: Logistic Train Network
Topic: Working with palleting mods
Replies: 12
Views: 2484

Re: Working with palleting mods

I heard that request before for barrels. Chained deliveries are too much work for serving just one edge case. Well, I'm not requesting chained deliveries because that does seem like a pain, and also hard to implement in any reasonable fashion. What I am requesting is that the depot record the train...
by Omnifarious
Mon Jul 30, 2018 5:58 pm
Forum: Logistic Train Network
Topic: Working with palleting mods
Replies: 12
Views: 2484

Working with palleting mods

I'm using Deadlock's Crating Machine , and with that mod (and other paletting mods) you end up with these pallet items you have to return to the provider in some way. My approach before LTN has been to always unload a train and simultaneously load the appropriate number of empty pallet items onto th...
by Omnifarious
Thu Jul 26, 2018 1:27 am
Forum: Mods
Topic: Hovercraft
Replies: 4
Views: 2537

Re: Hovercraft

It has low friction, so you coast a good while, but no, drifty steering is on the (extended) to do list. It would probably be performance expensive too (every tick update) So, it basically would really need engine support to do well. :-/ I'm guessing the engine has no support for the idea of going ...

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