This is, how bots should have worked in vanilla from the start!BlueTemplar wrote: ↑Wed Mar 06, 2019 3:05 pmKlonan did black magic, breeding biter/conbot hybrids?
(EDIT : Black magic indeed.)
Search found 883 matches
- Tue Jul 23, 2019 5:24 am
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 12425
Re: Better mechanism for hand building over ghosts before robots
- Tue Jul 23, 2019 4:56 am
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 28335
Re: A Case for Balancing Nuclear Power
The big O notation does not indicate time at all. It describes how something scales with input. The first thing you learn in programming courses that talk about the big O notation is that it is not to be used to decide what algorithm to use. It can be used as a hint on what could be useful but the ...
- Mon Jul 22, 2019 6:56 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 54301
- Mon Jul 22, 2019 6:43 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207988
Re: Friday Facts #304 - Small bugs; Big changes
while we're at it, remove copper and make everything from iron copper only serves to make things complicated for the sake of being complicated Actually, iron plates are the resource that should get axed. Almost everything that uses them in the game should really use steel instead. In the real world...
- Sat Jul 20, 2019 8:35 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207988
Re: Friday Facts #304 - Small bugs; Big changes
And getting to bots before blue science does not enhance the game on the first playthrough - so it will probably never happen in vanilla... Never? :? It's been vanilla for 6 years, since 0.8.0.Xzc2ToU.png I literally lost that bots are indeed pre-blue-sience somehow. Don't really know why i switche...
- Sat Jul 20, 2019 5:11 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207988
Re: Friday Facts #304 - Small bugs; Big changes
There is no way to get blue science quickly. Either we can have construction bots before it, or we can't. I fear Wube isn't getting enough feedback on this, because it's happening in the same FFF as far more controversial changes to Basic Oil. Of course they don't get feedback about it anymore. Onl...
- Sat Jul 20, 2019 1:12 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207988
Re: Friday Facts #304 - Small bugs; Big changes
I'm not sure if it was communicated correctly. If the problem to solve was that you can't have a fully automated refinery setup wich works indefinitely before advanced oil processin - then no, it isn't a communication problem. Whenever any production step generates byproducts there has to be a full...
- Fri Jul 19, 2019 11:18 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207988
Re: Friday Facts #304 - Small bugs; Big changes
Me too dislikes the basic oil recipe change. I recommend removing basic oil processing from the game. Instead, vanilla should include flare stacks so we can deal with the clogging problem in the most humanly way possible (just turn into pollution what is not needed right now) until cracking and circ...
- Fri Jul 19, 2019 2:14 am
- Forum: Implemented Suggestions
- Topic: More Blueprint functions
- Replies: 7
- Views: 3229
Re: More Blueprint functions
I was thinking about this the other day and I can't fathom why blueprints are not editable. The optimum would be a blueprint editor wich lets you enter a fresh creative mode map in god mode with all tech researched and the blueprinted structure centered in the middle of an endless desert. Then we c...
- Thu Jul 18, 2019 7:45 pm
- Forum: General discussion
- Topic: belt building in multiplayer
- Replies: 7
- Views: 3165
Re: belt building in multiplayer
The fix would be to change the display code to make server-unconfirmed belts look like confirmed belts. I doubt that would really fix what you are seeing. Instead of seeing the delay before the belt is properly connected, instead you would see a delay before items started using the newly built belt...
- Wed Jul 17, 2019 11:08 pm
- Forum: Releases
- Topic: Version 0.17.58
- Replies: 53
- Views: 29352
Re: Version 0.17.58
Me too likes the comeback of the "Build with obstacle avoidance" feature - never expected to miss it before it was gone. Most of the time i am happy with the new american-style just-bomb-the-cliffs routing but early game and for outpost connections the old way is better. I suggest that the...
- Wed Jul 17, 2019 10:55 pm
- Forum: General discussion
- Topic: belt building in multiplayer
- Replies: 7
- Views: 3165
Re: belt building in multiplayer
The fix would be to change the display code to make server-unconfirmed belts look like confirmed belts.
- Wed Jul 17, 2019 10:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Turn wood into crude oil
- Replies: 38
- Views: 8941
Re: Turn wood into crude oil
To vanilla balance, this would be a problem unless wood cannot turn into heavy oil. The reason is that an initial supply of heavy oil is required to bootstrap coal liquefaction. Wood itself is scarce, and pre-oil gathering it is a manual process, hence you're probably just going to use it to get so...
- Wed Jul 17, 2019 7:42 pm
- Forum: Won't implement
- Topic: Interface for reliable rail bridges with low UPS impact
- Replies: 9
- Views: 3720
Re: Interface for reliable rail bridges with low UPS impact
I don't think you understand the magnitude of your request. The magnitude is that high - it has already been implemented by accident and allowed reliable zero-UPS-cost rail bridges until version 0.17.55 (yep, the bounding box "bug"). Obviously it was of such a high magnitude that it came ...
- Tue Jul 16, 2019 10:18 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 22208
Re: Version 0.17.56
I'm just saying that maybe asking the devs if they could implement an interface allowing to mod in bridges and/or tunnels and/or whatever between two points of the map, they might come up with a solution that will please everybody, instead of trying to force them into the direction you (modder) thi...
- Tue Jul 16, 2019 9:43 pm
- Forum: Won't implement
- Topic: Interface for reliable rail bridges with low UPS impact
- Replies: 9
- Views: 3720
Interface for reliable rail bridges with low UPS impact
Currently, rail bridge/tunnel mods need to do all sorts of ugly hacks to teleport trains and get araound pathfinding and/or train collision behaviour. Would be nice to have some API wich would allow implementing reliable Rail bridges/tunnels with low UPS impact. Some ideas: - Allow disabling of trai...
- Tue Jul 16, 2019 8:53 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 22208
Re: Version 0.17.56
Why not ask for a modding interface that would allow modders to implement bridges/tunnels/wormholes ? maybe the devs can come with a solution that would be far more elegant than abusing a mechanic that wasn't meant to be used this way all along ? Apart from my request to give us back the proven-to-...
- Tue Jul 16, 2019 8:47 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6261
Re: new rail categories...
Any chance rail categories could be re-added? Not likely. If they did, it wouldn't be in any meaningful way. The entire rail system was built under the concept that there exists one rail category and that any rails in the world always interact with each other. Changing that isn't likely unless it h...
- Tue Jul 16, 2019 10:01 am
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 22208
Re: Version 0.17.56
I don't believe it is fair to be angry that the developers "turned down" the opportunity created by the bug when they have demonstrated zero interest in the feature to date... It is not anger but grief i feel. I am a coder myself and it hurts to see that opportunity just beeing dropped in...
- Mon Jul 15, 2019 8:09 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 57675
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
Why doesn't Wube or Ubisoft or EA or whoever simply sue them? If these companies really think they are right they could easily do that(?) The real problem is, that Wube gets charged hefty fees by their real business partner - the credit card company - for any purchase that in hindsight is revealed ...