Search found 149 matches

by Cadde
Thu Dec 06, 2018 4:53 pm
Forum: Modding help
Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
Replies: 8
Views: 2643

Re: [DEVS please] Pipe to pipe transfers, are they hardcoded?

By the way bob, this explains why pumps only really pump "138.5" fluid/t. First of all, pump outputs base level by default is 2 then. In some way, the pressure difference between pump and target is 142. With the inertia bonus, this comes out to 138.5 fluid/t. I put 138.5 in quotation mark...
by Cadde
Thu Dec 06, 2018 4:16 pm
Forum: Modding help
Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
Replies: 8
Views: 2643

Re: [DEVS please] Pipe to pipe transfers, are they hardcoded?

doesn't "Hardcoded" simply mean that it's part of the base game mechanics, and can't be edited by a mod? if so, then all fluid flow is hardcoded. No i meant that there would be a part of the formula that was hard coded in such a way that increasing fluid flow between two zero level pressu...
by Cadde
Thu Dec 06, 2018 7:25 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50641

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

So in essence you are saying it's not a perfectionistic "never lose a frame" fanatic problem, but rather "imperfections in motion gives me motion sickness" kind of problem. So you are saying placing screen updates and game logic in two different threads will be beneficial relate...
by Cadde
Thu Dec 06, 2018 4:06 am
Forum: Modding help
Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
Replies: 8
Views: 2643

Re: [DEVS please] Pipe to pipe transfers, are they hardcoded?

On a side note, isn't the above 97.5 related to the "infinite sloshing" that are present in pipes that have less base_area than one?
And it also explains why pipes with less than one base_area move liquids faster between them as they practically start acting like pumps at that stage?
by Cadde
Thu Dec 06, 2018 3:56 am
Forum: Modding help
Topic: [ANSWERED] Pipe to pipe transfers, are they hardcoded?
Replies: 8
Views: 2643

[ANSWERED] Pipe to pipe transfers, are they hardcoded?

See this below post for answer: https://forums.factorio.com/viewtopic.php?p=389013#p389013 Note: This relates to modding but is actually a game engine question... I am running into bottlenecks with fluids as always. And so i wanted to fix it! But it seems i've run into a brick wall... Some history f...
by Cadde
Thu Dec 06, 2018 3:11 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50641

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Double buffering means you will have two copies of the data in memory. It's not a huge concern memory wise (32 bit limits are history), but it means copying from one buffer to another. This means you just added a new memory I/O bottleneck. Not really, it would probably wreak havoc with CPU cache bu...
by Cadde
Thu Dec 06, 2018 1:23 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50641

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

And... that's when you get desyncs for breakfast, second breakfast, lunch, tea, dinner, and midnight snack, and rewrite the entire game's update cycle, and the renderer (again). How would you desync when you keyframe the vital information? Only sync storages, machines and positions etc. No need to ...
by Cadde
Wed Dec 05, 2018 3:05 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50641

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Last thing i want to be accused of is being an expert on multithreading and disconnected rendering and simulation... BUT... That's a very dangerous statement, particularly online. If you happen to say something like that somewhere with less admin supervision and less friendly people, then you would...
by Cadde
Wed Dec 05, 2018 2:12 pm
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 4699

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

In theory you can have as many masks as you want, as long as they all have their own tint. Those that take tint from special sources (Like the locomotive being able to change it's colour with a slider, or the player's colour, etc) can only have one. So, yeah, it would work as a mask layer. Obviousl...
by Cadde
Wed Dec 05, 2018 5:27 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50641

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Is there any changes in the image to render between game-ticks? I think your movement is part of the game logic and the ticks... Could Menus and map-view be separate from the main game-loop? Last thing i want to be accused of is being an expert on multithreading and disconnected rendering and simul...
by Cadde
Wed Dec 05, 2018 4:53 am
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 4699

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

though I must point out that in factorio, Light comes from the absolute left, casting a shadow to the absolute right. (Wasn't always the case, there used to be a slight angle to it. in fact I've seen shadows go both to the upper, and to the lower of casting to the right) Locomotives cast down right...
by Cadde
Mon Dec 03, 2018 9:16 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50641

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

It sounds to me like what you need is either to switch the monitor to 60 Hz or make an official feature request to Factorio regarding a setting to optionally cap UPS to some custom value. The important part is that you get consistent timing between frames. While I agree this could be a significant ...
by Cadde
Mon Dec 03, 2018 9:00 pm
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 4699

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

Well, if you want bob specific (looks) variants then tell me what shape and colors you are after and i can make you some.

I know my pipes really mess with the looks of the game so i can even make then vanilla compatible.
I just make my own looks because i wanted to.
by Cadde
Mon Dec 03, 2018 11:04 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50641

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

words... Now the only "problem" is that I haven't really run into UPS problems myself, making me wonder how much of a megabase I need to build before I can tell a difference. For me personally, my biggest wish is for the game to not run the graphics update (side scrolling, regardless of i...
by Cadde
Sat Dec 01, 2018 11:00 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50641

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

On the whole fluid system improvements. I get that you want to have "flow" still but why are you complicating everything? For each line of pipes, build a "super entity" that is one single storage tank. You can easily check to see what pipes and fluid boxes are touching. Cache thi...
by Cadde
Sat Dec 01, 2018 6:19 am
Forum: Modding discussion
Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
Replies: 16
Views: 4699

Re: Making new fluid storage tanks... Showcasing, ideas, feedback?

Well, now that i've finished my new HD pipes so i don't have to work around the games badly positioned pipes. I can continue with this project. Here's my finished for release 1x1 storage tank. It's basically a balloon on top of a cross pipe section. Only purpose it to allow circuit network connectio...
by Cadde
Fri Nov 30, 2018 9:58 am
Forum: Yuoki Industries
Topic: Optimized GFX for Yuoki Mods (Oh,it's so lighter!) V3 upd!
Replies: 25
Views: 22726

Re: Optimized GFX for Yuoki Mods (Oh,it's so lighter!) V3 upd!

Sorry to revive this thread but i saw it from a signature someplace, got interested and wanted to tell you how to show differences. Here's a DIFF of the last two images posted. https://puu.sh/Ca4ED/57e7afda1a.png Basically, any layer capable image editor will let you overlay the original image with ...
by Cadde
Fri Nov 30, 2018 9:33 am
Forum: Mods
Topic: [REL 0.16] High definition pipes v0.1.10
Replies: 16
Views: 4029

Re: [REL 0.16] High definition pipes v0.1.10

I was thinking of doing that when i started with this rework. However, keep in mind that the resolution of the above showcase is twice that of the resolution i render for the game. So consider that you really have to zoom in and look really hard to see such a small detail. I also considered adding w...
by Cadde
Fri Nov 30, 2018 8:09 am
Forum: Mods
Topic: [REL 0.16] High definition pipes v0.1.10
Replies: 16
Views: 4029

Re: [REL 0.16] High definition pipes v0.1.10

Since iron pipes were made without batching and i wanted the source material to all be batchable, i made some alterations with my newfound knowledge of Blender. While i knew a few things before i started, all of this has been practically a learning process for me from start to finish. Even writing P...

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