Re: Friday Facts #402 - Lightspeed circuits
Posted: Sat Mar 16, 2024 3:12 pm
I would add a separate antenna for wireless transmission.
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Would it add any new features that a wireless radar can't already do? Or rather, is a wireless antenna needed because the radar gets in the way of some vital function?
You could have the radar act more as "radar" as in detecting things, like ennemies, or damaged vehicule or players in their vicinity and brodcast them in the circuit network.bobucles wrote: Sat Mar 16, 2024 3:56 pmWould it add any new features that a wireless radar can't already do? Or rather, is a wireless antenna needed because the radar gets in the way of some vital function?
I could see there maybe being a need for a local vs. global network. For example every outpost has a tiny combinator rig doing its thing, and if they all collided on the global network it'd be a real mess. But that sort of thing can be resolved by just not wiring into the global network, right?
There's nothing scarier than code that works the first try, for the simple fact it's much less likely that you wrote it perfectly the first time than it is that you're simply not finding the horrible mistake you made.Rseding wrote:The final changes to make everything function correctly took about 1 hour to write, and worked correctly the first try. That's not supposed to happen and left me with doubts.
Players who use combinators intensively and need more channel can build caching multiplexers.gGeorg wrote: Sat Mar 16, 2024 1:43 pmDury is right. Wireless network with one channel is either good for beta-testing testing or has very niche player usage.Drury wrote: Fri Mar 15, 2024 10:58 pmYeah, it's a really funny use case. The feature for people who don't need the featurepleegwat wrote: Fri Mar 15, 2024 10:50 pm I don't think radar signals are for people who are already using factory-wide signal networks. They are probably primarily intended at players who use circuit-wired rail blueprints "because", never use it, until at some point late in they find a usecase and then find out there are too many gaps in their network where they had to do a few meters of rail manually and their circuit network doesn't connect.
Players who use combinators intensively, need more channels.
Yes, it would then cause what you describe ( i think) "just plug every network to its own antenna". Which would be a shame for the wiring game, especially if it was the poor radar that have to do that with its 3x3 footprint and power draw. It would then make sense to have lot of radars next to each other to isolate networks.Seelo wrote: Sat Mar 16, 2024 6:53 pm Wouldn't radars having channels actually make the circuits easier, outside of just transmission? Right now you can build many separate networks, your main concern is the chaos of cables it involves. If you add an entity with channels you add a way to simplify that chaos by separating the networks spatially (just plug every network to it's own respective radar.
You can expect players to never be satisfied , when you add something it's not enough and too much at the same time. When you go to simplify something it's dumbed down too much but still to complex and not fancy enough and so on.Seelo wrote: Sat Mar 16, 2024 6:53 pm Transmitting a lot of data a long distance was and still is a challenge, which makes you work on multiplexing or figuring out how to achieve your logic with less data channels needed.
It kind of baffles me how an item that just cuts long distance wires spawned a discussion about simplifying one of the challenges of the circuits.
I think that is the stance that was choosen, radar as just transmission devices, but it is not known if doing so is a different mode that stop scanning/ power draw, it could very well be the case and as such the radar would act as an antenna. But on the other hand, the radars as revealed have way less incentive to be placed next to each other, since they all are from the same planetwide network, placing a second radar next to the first one is only saving 1 wire, it cannot be used to isolate (many) networks the same way as antenna would. So the scanning feature overlapping supposedly is less going to happen than it would with different channels entity. Even if there is no lower power draw mode, i think the radar is still a fit entity for the feature that it received. And i like the idea of the player powering up/down the radar when needed with automation and power switchSeelo wrote: Sat Mar 16, 2024 6:53 pm Radars should just be a transmission device. Hell, they might make power switch useful now, with circuits deciding to "dial up" and connect to the radar network by powering their radar when a condition is met.
If I had to change a thing about radars in this FFF it could be a toggle that disables the scanning feature and allows you to just transmit circuit data at a lower power draw.
My whole angle is that it's a neat feature that ultimately doesn't change much. If the idea is to help people from placing long distance wires, well that's noble and all, but there's no need to bother since wires are free and effortless. If the idea is to improve on long distance transmission, well there's still only one channel so it's not much better than one wire - in fact, with the power of two wires, it becomes obsolete.Seelo wrote: Sat Mar 16, 2024 6:53 pm Wouldn't radars having channels actually make the circuits easier, outside of just transmission? Right now you can build many separate networks, your main concern is the chaos of cables it involves. If you add an entity with channels you add a way to simplify that chaos by separating the networks spatially (just plug every network to it's own respective radar.
Transmitting a lot of data a long distance was and still is a challenge, which makes you work on multiplexing or figuring out how to achieve your logic with less data channels needed.
It kind of baffles me how an item that just cuts long distance wires spawned a discussion about simplifying one of the challenges of the circuits.
Radars should just be a transmission device. Hell, they might make power switch useful now, with circuits deciding to "dial up" and connect to the radar network by powering their radar when a condition is met.
If I had to change a thing about radars in this FFF it could be a toggle that disables the scanning feature and allows you to just transmit circuit data at a lower power draw.
I want the radar to emit a signal every time it uncovers a chunk listing the X/Y coordinates, dX/dY relative to the radar and a count of alien nests, worms, biters and spitters. Signal for ores, rocks and trees could also be included.bobucles wrote: Sat Mar 16, 2024 3:56 pmWould it add any new features that a wireless radar can't already do? Or rather, is a wireless antenna needed because the radar gets in the way of some vital function?
I could see there maybe being a need for a local vs. global network. For example every outpost has a tiny combinator rig doing its thing, and if they all collided on the global network it'd be a real mess. But that sort of thing can be resolved by just not wiring into the global network, right?
You can mod the radar prototype for that. Non-scanning radars have been a thing for a while.Seelo wrote: Sat Mar 16, 2024 6:53 pm If I had to change a thing about radars in this FFF it could be a toggle that disables the scanning feature and allows you to just transmit circuit data at a lower power draw.
To multiplex channels onto the radar you need a clock. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync.Drury wrote: Sat Mar 16, 2024 8:31 pmMy whole angle is that it's a neat feature that ultimately doesn't change much. If the idea is to help people from placing long distance wires, well that's noble and all, but there's no need to bother since wires are free and effortless. If the idea is to improve on long distance transmission, well there's still only one channel so it's not much better than one wire - in fact, with the power of two wires, it becomes obsolete.Seelo wrote: Sat Mar 16, 2024 6:53 pm Wouldn't radars having channels actually make the circuits easier, outside of just transmission? Right now you can build many separate networks, your main concern is the chaos of cables it involves. If you add an entity with channels you add a way to simplify that chaos by separating the networks spatially (just plug every network to it's own respective radar.
Transmitting a lot of data a long distance was and still is a challenge, which makes you work on multiplexing or figuring out how to achieve your logic with less data channels needed.
It kind of baffles me how an item that just cuts long distance wires spawned a discussion about simplifying one of the challenges of the circuits.
Radars should just be a transmission device. Hell, they might make power switch useful now, with circuits deciding to "dial up" and connect to the radar network by powering their radar when a condition is met.
If I had to change a thing about radars in this FFF it could be a toggle that disables the scanning feature and allows you to just transmit circuit data at a lower power draw.
The multiplexing talk is just to highlight the actual problem with long distance transmission. Personally I don't actually think radars could solve this even with multiple channels. Like, now you can have 200 radars each tuned to a different channel with no lag? Maybe this is a problem worth looking into instead.
Also, I don't agree with the premise that circuit entities should be as simple as possible so we can have the "fun" of literally designing entire compute arrays from scratch just to know how much stuff exists or fits somewhere. I'm not sure the devs do either. They wouldn't be adding that magical "selector" combinator packed with a bunch of funky compute features literally telling you how much stuff fits somewhere if that were the case.
You can single step your construction in the editor or run for N ticks. I too sometimes wish the Speed Control (or other) mod would include that feature for in-game though.cj_1601 wrote: Sat Mar 16, 2024 8:43 pm With these insane crafting speeds can we see easy access to a option to reduce game speed? It was already difficult to troubleshoot setups that ran at 'max speed' before. Looking at the demo video in this post, I can't tell what is going on at all. That or some feature built in to show detailed crafting statistics so it's easier to find where your bottlenecks may be. Or better yet, both features. Yes, I know it can be done with command lines and/or mods, with these new speeds it would only stand to reason yo have such capability in the base game.
That's the issue though, right? You're not removing the issue of multiplexing, you're just shifting it from groups of signals to channels.mrvn wrote: Sat Mar 16, 2024 10:45 pmTo multiplex channels onto the radar you need a clock. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync.
Do you think it could be an update to spider throne instead?mcmase wrote: Fri Mar 15, 2024 2:46 pmWell, no, I'm not sure it is the player. But it seems awfully close to the foundry to be another building, and not on the scale of most buildings, especially newer ones. So yeah, it was definitely giving me some sort of player backpack/armor vibes but again, to what end would the player build a dig-arm to carry around on their backs...?Terrahertz wrote: Fri Mar 15, 2024 1:18 pm Are you sure this is the player? The arm seems to be quite high in the air, even if the player is as close the the foundry as possible. So either this type of power armor also affects you size, or this is more like a Fallout Powerarmor, more of a vehicle than personal equipment.
Especially the idle animation. Buildings don't have idle animations when they aren't active... this to me is the biggest indicator that it is the player.
You hit the nail.mrvn wrote: Sat Mar 16, 2024 10:45 pm To multiplex channels onto the radar you need a clock. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync.
Wrong.
In fact, you should avoid clocks if you know how because these are just some of the issues you might come across.mrvn wrote: Sat Mar 16, 2024 10:45 pm And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync.