Then please give some other reasonable way to transfer 3000 fluids/s by single pipe.Dominik wrote: [..]the fluids now behave correctly and intuitively, performance is consistent (pipes to ground wonāt help you with throughput anymore).
Search found 472 matches
- 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
- 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 āyesā without any thinking. Despite confirmation still would be a good thing, there could be a w...
- 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 donāt want some of anoth...
- 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 itās 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...
- 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...
- 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
Cache misses takes much more time. Even hyperthreading was born
Dualcore system shouldn't be considered as primary dev's target. Does anybody care about Android 4.4? They still exists...
- 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, thereās 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...
- 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 ...
- 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 donāt need 32...
- 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 arenāt 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 donāt need to count which army is bigger. I think we can do lots of small improvements...
- 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
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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"
Thatās a good idea: an application should tune to written and non-written standards of particular OS . I canāt speak about Mac. But I CAN speak about MS Windows . So, give me the damn Enter key
- 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 donāt 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 thatās good because I donāt want too much distraction. I think time to time I will zoom in and say āwow, they look coolā...
- 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 donāt count). Letās think about Esc, Tab, Home, Page Up etc. Could be expect some behavior for them without any explanations? Yes. I donāt need to read user manual for Esc key. That ...