Search found 472 matches

by coppercoil
Sun Dec 15, 2019 1:27 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71668

Re: Friday Facts #274 - New fluid system 2

Dominik wrote: [..]the fluids now behave correctly and intuitively, performance is consistent (pipes to ground wonā€™t help you with throughput anymore).
Then please give some other reasonable way to transfer 3000 fluids/s by single pipe.
by coppercoil
Sun Dec 15, 2019 1:03 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 32335

Re: Make save game overwrites less dangerous

deleting a save has a confirmation, but overwriting does not? They're both just as dangerous. :S If there will be confirmation on every action, it may not work because player will be accustomed to press ā€œyesā€ without any thinking. Despite confirmation still would be a good thing, there could be a w...
by coppercoil
Fri Dec 13, 2019 10:31 pm
Forum: General discussion
Topic: There is something wrong with music
Replies: 30
Views: 12240

Re: There is something wrong with music

At the beginning I liked that anxious music. Biters, biters everywhereā€¦ :mrgreen: Produce red bullets, build defenseā€¦ That was balanced. When I became comfortable with biters, game music started to annoy me. I turned it off. Now I listen to my favorite music. Nevertheless, I donā€™t want some of anoth...
by coppercoil
Fri Dec 13, 2019 5:58 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 24061

Re: Friday Facts #325 - New Explosions and Particles

Explosions and particles look great except rail wood: when it stops, it looks like frozen in the air. I think itā€™s because there's no shadow underneath. You may say: what a shadow, they are flat. Actually, no: ground shadow is a must. Even tiny shadow gives a big difference. Moreover, wood must be r...
by coppercoil
Fri Dec 13, 2019 8:02 am
Forum: Gameplay Help
Topic: Biters pathing logic
Replies: 8
Views: 5547

Re: Biters pathing logic

If biters run in zigzag pattern (though it may be difficult to design walls that would work for any direction without being eaten), its time under the fire increase, so we can also say that turet shooting range virtually becomes larger. That's good. How good is it? A gain is equal to General DPS * S...
by coppercoil
Thu Dec 12, 2019 8:41 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45026

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

bobucles wrote: ā†‘
Thu Dec 12, 2019 7:33 pm
While unpacking a multi purpose variable may be fast, it still takes time.
Cache misses takes much more time. Even hyperthreading was born :roll:

Dualcore system shouldn't be considered as primary dev's target. Does anybody care about Android 4.4? :) They still exists...
by coppercoil
Thu Dec 12, 2019 8:04 pm
Forum: Gameplay Help
Topic: Biters pathing logic
Replies: 8
Views: 5547

Re: Biters pathing logic

By the way, thereā€™s one important question about funnel width. IMO funnels that are posted in this topic are way too wide. It will not reduce bitter flow (bitters per second arrived - bullets per second spent), so you cannot reduce turret count. Single line of turrets may be not enough. Funneling ha...
by coppercoil
Wed Dec 11, 2019 7:19 am
Forum: Not a bug
Topic: [0.17.79] Rocket without power can auto-launch with cargo
Replies: 8
Views: 2729

Re: [0.17.79] Rocket without power can auto-launch with cargo

We already tried to place multiple stack-inserters around the rocket to insert the fish, but the stack inserters keep holding the fish except one who placed it. We always only manage to send 12 fish into space then. We'd have to wait just some CPU cycles more before the launch of the rocket so the ...
by coppercoil
Tue Dec 10, 2019 8:11 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19238

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

You missed the part where player suggested balance changes are not necessarily going to improve or add value to the game, it may in fact take value away. These changes WILL add value to the game for some players. Polishing does not need to be useful for everyone, does it? Personally I donā€™t need 32...
by coppercoil
Tue Dec 10, 2019 5:50 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19238

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Yes, reddit people arenā€™t majority. Nevertheless, do we always take decisions based on majority? How about arguments? How strong are arguments pro and contra? I think one single man can propose some changes and we donā€™t need to count which army is bigger. I think we can do lots of small improvements...
by coppercoil
Tue Dec 10, 2019 7:34 am
Forum: Ideas and Suggestions
Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
Replies: 23
Views: 4347

Re: Add Duplicate Keybind Warning

Rseding91 wrote: ā†‘
Tue Dec 10, 2019 3:23 am
The controls menu has no way to know what controls are "ok" to be on the same hotkey and which ones aren't.
If hotkey cannot be evaluated, just display information there's a collision. Player will decide whether it's ok for him or not.
by coppercoil
Mon Dec 09, 2019 6:10 pm
Forum: Gameplay Help
Topic: Biters pathing logic
Replies: 8
Views: 5547

Re: Biters pathing logic

Walls won't work, bitter pathfinding just ignores them. Of course, linear defense is ineffective. But you don't need directing walls for concentrated defense. Biters always switches into attack if there's a turret nearby. So you need to distribute turrets by double switching radius (minus some margi...
by coppercoil
Sun Dec 08, 2019 9:41 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45026

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

That math is far off, unfortunately. Unpacking bit-packed structures like that is not free. Especially not if placed on arbitrary offsets, that's 6-10 extra instructions just for unpacking, including offset-calculation, bit-arithmetic etc., with the nasty side effect of massive register pressure ne...
by coppercoil
Sun Dec 08, 2019 8:07 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45026

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Unless you happen to fit the relevant neighbors exactly within the 64 byte cache line window size, you don't profit from locality. Chance that you manage to fit more than 2 components into 64 byte is small. As soon as you need a pointer back to the owning entity (and you do if you need to be able t...
by coppercoil
Sun Dec 08, 2019 5:44 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45026

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

I speak about linear memory, not about pointers. But you still don't get any "smart" memory layout for them, usually just a heap per type. No such grouping or clustering as you suggested. Why not? I don't understand. You can have any number of forks grouped according different access rules.
by coppercoil
Sun Dec 08, 2019 4:57 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45026

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

About that "idea", that's what Factorio, and so many other games out there are already doing. Entity-component system, whereby for each behavior of an entity (e.g. liquid behavior of a pipe-entity), the entity itself only holds a pointer onto the "component" simulating that spec...
by coppercoil
Sun Dec 08, 2019 11:23 am
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45026

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

When talking about parallelization, if the tasks are indeed independent, why would they be competing for memory access? Because memory access is the bottleneck. You can improve anything before and after bottleneck but the final result will be the same. For example, if some skillet can cook four pan...
by coppercoil
Sat Dec 07, 2019 11:23 pm
Forum: Ideas and Suggestions
Topic: Enter should always "OK"
Replies: 24
Views: 4864

Re: Enter should always "OK"

Thatā€™s a good idea: an application should tune to written and non-written standards of particular OS :idea:. I canā€™t speak about Mac. But I CAN speak about MS Windows 8-). So, give me the damn Enter key :mrgreen:
by coppercoil
Sat Dec 07, 2019 10:43 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45026

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

I like animated water and trees. They donā€™t need to be very realistic. I will not watch it most of the time anyway. I play zoomed out, so movement will be almost unnoticeable, and thatā€™s good because I donā€™t want too much distraction. I think time to time I will zoom in and say ā€œwow, they look coolā€...
by coppercoil
Sat Dec 07, 2019 10:13 pm
Forum: Ideas and Suggestions
Topic: Enter should always "OK"
Replies: 24
Views: 4864

Re: Enter should always "OK"

I think meaning of most of the control keys is pretty equal in almost all OS and almost all software (rare exceptions donā€™t count). Letā€™s think about Esc, Tab, Home, Page Up etc. Could be expect some behavior for them without any explanations? Yes. I donā€™t need to read user manual for Esc key. That ...

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