Search found 482 matches

by coppercoil
Fri Jan 19, 2024 6:54 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 29669

Re: Friday Facts #394 - Assembler flipping and circuit control

gGeorg wrote: ↑
Fri Jan 19, 2024 12:25 pm
An opposite of megabase here the new term minibase is born.
Archetype - One assembler surrounded by combinators.
It's a nanobase 8-)
by coppercoil
Fri Jan 12, 2024 3:52 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 234
Views: 62111

Re: Friday Facts #393 - Putting things on top of other things

What do splitters consider when balancing: whole stacks or total single items?
by coppercoil
Mon Jan 08, 2024 10:00 am
Forum: General discussion
Topic: That feeling when you overwrote a save
Replies: 13
Views: 2304

Re: That feeling when you overwrote a save

nethus wrote: ↑
Sun Jan 07, 2024 11:21 pm
it looks like there already is some kind of mechanism to prevent you from overwriting a saved game:
There is no warning if you overwrite the same game file (the same seed), which is valid action. Nobody knows have you mistyped or not.
by coppercoil
Fri Jan 05, 2024 10:44 am
Forum: General discussion
Topic: That feeling when you overwrote a save
Replies: 13
Views: 2304

Re: That feeling when you overwrote a save

Because someone else would come and complain that they overwrote rescued.zip and spent 300h on this save and now 10k spm megabase is goneeeee. Halp please!!11 No. If accident overwrite is 0.1%, so accident double overwrite is 0.0001%. You can ignore such numbers. Nevertheless, making few backup fil...
by coppercoil
Thu Jan 04, 2024 10:36 am
Forum: General discussion
Topic: That feeling when you overwrote a save
Replies: 13
Views: 2304

Re: That feeling when you overwrote a save

In such moment i feel like: "why the hell devs cannot add two lines of the code, whyyyyyyyyyyyyyy"

Code: Select all

if (std::filesystem::exists(new_file_name))
    std::filesystem::rename(new_file_name, "rescued.zip");
by coppercoil
Sat Dec 23, 2023 10:46 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 72
Views: 19620

Re: Friday Facts #390 - Noise expressions 2.0

I want to learn more about this noise:

noise.png
noise.png (38.66 KiB) Viewed 2635 times
by coppercoil
Fri Dec 22, 2023 9:13 am
Forum: Ideas and Suggestions
Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Replies: 42
Views: 6053

Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

Ranakastrasz wrote: ↑
Fri Dec 22, 2023 2:13 am
I meant more the usage of 2.718, I.e. e, the exponential constant.
I think I should have written some another interesting number :D. It means just quality expenses. I have no real numbers, so I wrote random number I like.
by coppercoil
Mon Dec 18, 2023 10:15 am
Forum: Ideas and Suggestions
Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Replies: 42
Views: 6053

Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

Are you suggesting an... e^xponentally increasing cost? I mean, that has to be intended as a joke, right? By saying "x" aka "*" aka "multiply" I mean that an appropriate cost factor may be set to match the original idea. Setting up a splitter filter and recycler in the...
by coppercoil
Fri Dec 15, 2023 9:49 am
Forum: Ideas and Suggestions
Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Replies: 42
Views: 6053

Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

mrvn wrote: ↑
Wed Dec 13, 2023 6:23 pm
Updating the quality costs material, not just time (and power).
I agree with that. So let's make a special expensive recipe with x2.718 cost and producing time factor.
by coppercoil
Mon Dec 11, 2023 11:56 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 14173

Re: Maximum throughput of a rail line

I didn't read entire thread carefully, please note me if this was already discussed.
AFAIK this is max theoretical throughput, not a real game case that contains a) junctions of various quality and b) left turns. Is there an interest for real game results?
by coppercoil
Tue Nov 14, 2023 9:17 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 333
Views: 64856

Re: Friday Facts #384 - Combinators 2.0

I need constant combinator that can give one value by index signal, like an array.
Please.
by coppercoil
Sun Nov 05, 2023 10:19 am
Forum: Technical Help
Topic: Rolling back a game update removes all achievements
Replies: 10
Views: 1654

Re: Rolling back a game update removes all achievements

Silari wrote: ↑
Sat Nov 04, 2023 1:09 am
Previous versions can't load files from later versions, and that includes the achievement list. That is intended and that's how it's working.
One could argue about that. Forward compatibility is not a rocket science in software development.
by coppercoil
Fri Oct 27, 2023 10:44 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 54128

Re: Friday Facts #381 - Space Platforms

I'm with team "inertia physics for thrusters". It should't be very difficult to make the acceleration proportional to the thruster power. But of course, that bring the problem of deceleration: how do you ensure that you stop platform at the right place? Maybe make the engines "stock ...
by coppercoil
Sun Oct 08, 2023 10:54 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 35022

Re: Friday Facts #379 - Abstract rewiring

Qon wrote: ↑
Sun Oct 08, 2023 10:17 am
Same picture again, now with comments:
Could you share more details how memory cells and access are implemented? Or at least a BP?
by coppercoil
Fri Oct 06, 2023 9:58 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 35022

Re: Friday Facts #379 - Abstract rewiring

mmmPI wrote: ↑
Fri Oct 06, 2023 9:51 pm
coppercoil wrote: ↑
Fri Oct 06, 2023 8:15 pm
Good. How about light and smooth shadows?
Challenge accepted ! :)
No, shadows should lie on the ground :)
With the distance, every shadow becomes blurry because the Sun is not a point light source.
by coppercoil
Fri Oct 06, 2023 8:15 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 35022

Re: Friday Facts #379 - Abstract rewiring

Mango wrote: ↑
Fri Oct 06, 2023 8:13 pm
Yes - Power poles
Good. How about light and smooth shadows?
by coppercoil
Fri Oct 06, 2023 8:06 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 35022

Re: Friday Facts #379 - Abstract rewiring

Not sure if wires should drop shadows. Have you ever seen electric wire shadow in the daytime?
by coppercoil
Wed Oct 04, 2023 9:31 am
Forum: Gameplay Help
Topic: Help. I have a map with no Oil
Replies: 3
Views: 1338

Re: Help. I have a map with no Oil

am several hours into the game and just now noticing that there are no oil patches on the map. It is possible that oil patches exist, just in an unusual distance. Make a little cheat: enter edit mode in the console (in a separate game save to not ruin achievements) and look around in surroundings y...
by coppercoil
Fri Sep 29, 2023 8:06 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100393

Re: Friday Facts #378 - Trains on another level

fishforfuture wrote: ↑
Fri Sep 29, 2023 8:01 pm
Yeah, and not having wood as an ingredient for the rail recipe?!? :o
I thought these are golden ones. Expected for gold ore :mrgreen:
by coppercoil
Fri Sep 29, 2023 6:47 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100393

Re: Friday Facts #378 - Trains on another level

Kinda little bit sad for me personally. I see intersection intricacies as part of fun. Making it easier takes some part of game from me. Graphics is awesome nevertheless I guess, there will be various "schools" among the players, like "no delivery bots", "no beacons", ...

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