Search found 90 matches
- Sun Jul 28, 2019 1:01 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280958
Re: Friday Facts #305 - The Oil Changes
A problem solver type of person can easily just stop playing because it is too much for them. Did you have a brain fart writing that? What kind of "problem solver" just throws up their arms and quits when faced with A PROBLEM TO SOLVE ? Being able to solve a problem because it seems like ...
- Sun Jun 30, 2019 4:26 am
- Forum: 1 / 0 magic
- Topic: [0.17.52] Crash raising moisture bias in map gen: "EntityMapGenerationTask::generateCliffs"
- Replies: 4
- Views: 1237
Re: [0.17.52] Crash when raising moisture bias in map gen
And I crashed a third time at the same place by just rerolling again. I'd guess that it crashes depending on the mapgen settings, since speedrunners would have found this problem long ago if it weren't. I'm using the following map exchange string: >>>eNpjYBBkMGEAgtWrtOyB2I6DJTk/MYeB4YADDHMl5xcUpBbp5...
- Sun Jun 30, 2019 4:17 am
- Forum: 1 / 0 magic
- Topic: [0.17.52] Crash raising moisture bias in map gen: "EntityMapGenerationTask::generateCliffs"
- Replies: 4
- Views: 1237
Re: [0.17.52] Crash when raising moisture bias in map gen
And I crashed again, this time after clicking on the reroll button. As far as I can read the log, the crash seems to have happened both times in MapPreviewGenerators::MapPreviewWorker::computeEntities, but that could be just me misinterpreting the log.
- Sun Jun 30, 2019 4:03 am
- Forum: 1 / 0 magic
- Topic: [0.17.52] Crash raising moisture bias in map gen: "EntityMapGenerationTask::generateCliffs"
- Replies: 4
- Views: 1237
[0.17.52] Crash raising moisture bias in map gen: "EntityMapGenerationTask::generateCliffs"
I rerolled some maps while the preview was open, and first lowered the Terrain->Moisture->Bias, then rerolled some more, than raised the bias to 0.0 (or close to it, I may have missed and landed on +-0.05). Crash happenend the moment I let go of my left mouse button. I sadly can't reproduce it :( Th...
- Fri Jun 14, 2019 9:53 am
- Forum: Ideas and Suggestions
- Topic: [0.17.49] Wires don't replenish automatically in editor mode
- Replies: 2
- Views: 968
[0.17.49] Wires don't replenish automatically in editor mode
All items in editor mode replenish automatically after you use the last one in your inventory. Red & green circuit wire and copper cables do not do that if you use them to connect two unconnected things. How to reproduce: - start a new game - type /editor - give yourself two power poles and 1 of...
- Thu Jun 06, 2019 1:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.45] Combinators allow lua to set their signals to logic signals when they shouldn't
- Replies: 3
- Views: 2390
Re: [0.17.45] Combinators allow lua to set their signals to logic signals when they shouldn't
Thanks, I didn't think that 2. or 3. will get resolved fast if at all. I mostly mentioned them for completeness
- Thu Jun 06, 2019 8:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.45] Combinators allow lua to set their signals to logic signals when they shouldn't
- Replies: 3
- Views: 2390
[Twinsen] [0.17.45] Combinators allow lua to set their signals to logic signals when they shouldn't
There are three special virtual signals (the wiki calls them logic singnals) that should to my knowledge only be seen in the settings of things connected to the circuit network: "signal-everything", "signal-anything" and "signal-each". Place down a constant combinator a...
- Fri May 03, 2019 4:29 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 55345
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
One idea that came to my mind when reading the marketing thing: I have seen multiple streamers doing what amounts to "paid" streams, where they play a specific game as a promotion for it. This of course doesn't mean that this is always a good choice - you don't want them to just say that t...
- Tue Apr 23, 2019 8:59 am
- Forum: Combinator Creations
- Topic: Cars on belts
- Replies: 14
- Views: 11887
Re: Cars on belts
I think I should try to make my stuff more publicly known... Cars on belts is a quite fascinating topic, and only very few people actually ended up doing more than the absolute basics with it. And then there is me... https://cdn.discordapp.com/attachments/264391524475731968/569741188911857666/unknow...
- Tue Jan 15, 2019 4:11 am
- Forum: Duplicates
- Topic: [0.16.51] inserter interaction with car on belt
- Replies: 4
- Views: 1869
Re: [0.16.51] inserter interaction with car on belt
Let me explain what is happening here, since it's not intuitive, but also very unlikely to be changed: Inserters perform rather expensive calculations which is why the results of many of those are saved rather then recomputed every time they're needed. Two of these results are the entity an inserter...
- Fri Jan 04, 2019 7:33 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63902
Re: Friday Facts #276 - Belt item spacing & Script rendering
Breaks once it fills up, since there isn't enough output throughput to get rid of the excess that accumulated due to stutter. I think you could fix that somehow by putting a controlled belt segment to stop input into the measurement device once it became full, with a priority splitter on the ouptut...
- Fri Jan 04, 2019 7:15 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63902
Re: Friday Facts #276 - Belt item spacing & Script rendering
Actually your definition of broken does not match my definition. Unless I'm missing something, that design will still function at least as well as it did in 0,16. If it was capable of loading 40 items per sec, it should still load at least 40 items per sec (perhaps even 41 or 42). So hardly broken,...
- Fri Jan 04, 2019 6:40 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63902
Re: Friday Facts #276 - Belt item spacing & Script rendering
Yes it is, if the value is a constant 8 it's full througput, if thoughput isn't full than it will fall to 7 or below. No that is detecting that the belt is full. That says nothing about throughput on the belt. Admittedly I've never needed to measure throughput as such, so I'm not sure when it would...
- Fri Jan 04, 2019 6:12 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63902
Re: Friday Facts #276 - Belt item spacing & Script rendering
I also wonder if this build will still work https://cdn.discordapp.com/attachments/382897902583808002/530805134436073483/unknown.png 0eNrlWduOozgQ/Rc/Q2SbcEk0O78w0u6+rUbIAXdiDRhkTGuyLf59bTyh08EkBnp7RpqnbrCpy6k6VRX7BRyKltaCcQn2L4BlFW/A/p8X0LAjJ4V+J881BXvAJC2BBzgp9RP9XgvaNL4UhDd1JaR/oIUEnQcYz+l3sEed9...
- Fri Jan 04, 2019 5:57 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63902
Re: Friday Facts #276 - Belt item spacing & Script rendering
The point isn't that it's possible with pulse mode, but that this change removes a possibility that was there before. Deciding on full throughput is much easier than trying to count the pulses for 32 ticks, see my other answer While it might make an old method of detecting throughput obsolete, it m...
- Fri Jan 04, 2019 5:33 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63902
Re: Friday Facts #276 - Belt item spacing & Script rendering
As someone who is heavily using circuits I also see nearly no benefit of getting a constant amount of items per belt piece on fully compressed belts - how would that help with anything? Trying to detect full throughput with read mode is now completely impossible, since you will never notice stutter...
- Fri Jan 04, 2019 4:48 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63902
Re: Friday Facts #276 - Belt item spacing & Script rendering
Trying to detect full throughput with read mode is now completely impossible, since you will never notice stutter in a constant value - whereas before you could look at the fluctuations and decide upon those (not pretty but possible). Would watching for "read mode's been stable for at least X ...
- Fri Jan 04, 2019 4:15 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 63902
Re: Friday Facts #276 - Belt item spacing & Script rendering
As much as I'd like the furnace speed change (since faster furnaces mean less furnaces for the same throughput), I don't like the belt speed change at all. As someone who is heavily using circuits I also see nearly no benefit of getting a constant amount of items per belt piece on fully compressed b...
- Thu Dec 27, 2018 4:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Windows hard lock and file corruption on "Cropping bitmaps"
- Replies: 8
- Views: 2567
Re: [0.16.51] Windows hard lock and file corruption on "Cropping bitmaps"
I have paging enabled, and 18 GB of RAM. (And given the hard lock, I was running from a fresh start to test, so pretty much the full amount was available) That would be a convenient explanation but I highly doubt it was able to hit more than double what the median of high-end gaming PCs have. It wa...
- Sat Dec 08, 2018 11:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Cars and Tanks have a slightly smaller collision box when not facing north
- Replies: 1
- Views: 4716
[0.16.51] Cars and Tanks have a slightly smaller collision box when not facing north
While writing my tutorial on entity movement mechanics, I stumbled on the following bug that violates rotational symmetry: Cars and tanks that are placed facing north (orientation = 0) have a collision box that is 1/256 larger on each side (for a total of 2/256 per axis) when compared to their east/...