Re: Friday Facts #282 - 0.17 in sight
Posted: Mon Feb 18, 2019 6:38 pm
What decision was made about smelting speed?
the landmass itself was quite interesting, with the new and better ore placement I also would like it to see that there is an optin to start a world with the old genmeganothing wrote: Mon Feb 18, 2019 3:09 pm ...
Great. This probably means the 0.16 generator is in as a game option too, right? If not, count me in as one who would like that to happen. It is an interesting variation, especially for train network building without using landfill.
Vehicle-only thing - cars and tanks have it too.5thHorseman wrote: Mon Feb 18, 2019 12:07 pmDon't. The lack of it in chests makes it seem like a trains-only thing.pieterhulsen wrote: Mon Feb 18, 2019 9:16 am I played for hundreds of hours and never thought about the great idea of allocating inventory space.... or realised that it was possible/to try it
I feel so stupid now
PS can we have item slot filtering in chests?
Huh. I never even thought to try it on a car or tank. I've wanted it in chests since I learned it was in trains though.BlueTemplar wrote: Tue Feb 19, 2019 10:52 amVehicle-only thing - cars and tanks have it too.5thHorseman wrote: Mon Feb 18, 2019 12:07 pmDon't. The lack of it in chests makes it seem like a trains-only thing.pieterhulsen wrote: Mon Feb 18, 2019 9:16 am I played for hundreds of hours and never thought about the great idea of allocating inventory space.... or realised that it was possible/to try it
I feel so stupid now
PS can we have item slot filtering in chests?
I always mark the cargo wagons of trains with filtered spaces. That way, it helps stop contamination of the lines, and if it should accidentally stop at some other station it won't fill up with junk.5thHorseman wrote: Tue Feb 19, 2019 11:01 am Huh. I never even thought to try it on a car or train. I've wanted it in chests since I learned it was in trains though.
With custom train taxi coming up, that sounds like a situation which will happen ALL THE TIME. Grab a random train, set a random destination, and suddenly copper ore is flowing through your steel base.can't tell you the number of times I've sent a train to the wrong stop, failed to change all the trains' stops, or manually driven a train (to refuel it, for example) and it's started to load up with something completely wrong - and before you know it, it's zooming back to base to unload or it's full of junk and can't do its job. It can be a mess to sort out from there if you don't filter your wagons.
Is there a way to do that in one stroke? I did not find a way other than doing it cell by cell and obviously that is too much work.ledow wrote: Tue Feb 19, 2019 1:40 pm I always mark the cargo wagons of trains with filtered spaces. That way, it helps stop contamination of the lines, and if it should accidentally stop at some other station it won't fill up with junk.
Even if not, just don't ever use train stops as taxi destination and you're good. Directly before the first inserter of a station should be totally safebobucles wrote: Tue Feb 19, 2019 1:51 pm With custom train taxi coming up, that sounds like a situation which will happen ALL THE TIME. Grab a random train, set a random destination, and suddenly copper ore is flowing through your steel base.
Will trains lock their inventory while they're performing taxi logic?
Player diligence works in single player but is not multiplayer safe. Trains already have locking behavior on automatic. If they want to move but are halted, the inventory stays locked. Taxi is a form of automatic mode so it shouldn't be too hard to have matching behavior.Even if not, just don't ever use train stops as taxi destination and you're good. Directly before the first inserter of a station should be totally safe
I actually do this too. I totally had the worst braino* up there and totally ruined my own sentence. I meant to say "Huh. I never even thought to try it on a car or tank. I've wanted it in chests since I learned it was in trains though."ledow wrote: Tue Feb 19, 2019 1:40 pmI always mark the cargo wagons of trains with filtered spaces. That way, it helps stop contamination of the lines, and if it should accidentally stop at some other station it won't fill up with junk.5thHorseman wrote: Tue Feb 19, 2019 11:01 am Huh. I never even thought to try it on a car or train. I've wanted it in chests since I learned it was in trains though.
I tend to pick up a handful of whatever I want to filter and then (is it right-)click all the boxes in the wagon. Still not fast, but a damn sight quicker than choosing from filter lists.meganothing wrote: Tue Feb 19, 2019 2:41 pmIs there a way to do that in one stroke? I did not find a way other than doing it cell by cell and obviously that is too much work.ledow wrote: Tue Feb 19, 2019 1:40 pm I always mark the cargo wagons of trains with filtered spaces. That way, it helps stop contamination of the lines, and if it should accidentally stop at some other station it won't fill up with junk.
Now I am wondering why we don't have Tesla Coils for defense. I feel like that could be a unique turret type. Arcing AoE and more of them combined could chain together for more damage. They could be overwhelmed lots of small biters but would work great against larger biters or medium sized groups. Not to mention the inordinate amount of stress it would put on the electric grid. Sounds like some decent trade offs for decent benefits.thecatlover1996 wrote: Fri Feb 15, 2019 7:52 pm yeah I assumed thats what the original graphics were trying to do - show that they are connected in a grid.
I am interested in this as well.BlueTemplar wrote: Sat Feb 16, 2019 9:11 amThat would be great !kovarex wrote: Fri Feb 15, 2019 9:21 pmThey are not (just blueprint.dat). What you say makes sense, but I'm not sure what to do with thatdee- wrote: Fri Feb 15, 2019 9:00 pm Are blueprints and blueprint books automatically synced as individual files/directories from and to the disk?
Then I could init a Git repository there and version control all my blueprints...
![]()
A super-user option to keep blueprints in directory structure instead of a file? Well, i believe, that just making backups of the file is enough for the typical geek.
I'm sure that people with lots of blueprints would love you if you implemented that.
And with an image showing the blueprint ! (Using the mods that it was created with.)
(I have no idea about the potential performance issues of course...)
Does it need to be a super-user option?kovarex wrote: Fri Feb 15, 2019 9:21 pmThey are not (just blueprint.dat). What you say makes sense, but I'm not sure what to do with thatdee- wrote: Fri Feb 15, 2019 9:00 pm Are blueprints and blueprint books automatically synced as individual files/directories from and to the disk?
Then I could init a Git repository there and version control all my blueprints...
![]()
A super-user option to keep blueprints in directory structure instead of a file? Well, i believe, that just making backups of the file is enough for the typical geek.
You know, this would be big news if true. If people knew about it, we might keep playing our 0.16 saves right now. Can there be details on "some tweaks"?posila wrote: Sun Feb 17, 2019 10:40 pmpleegwat wrote: Sun Feb 17, 2019 11:01 am What is going to happen to existing 0.16 maps during the upgrade? Will these keep using the old noise function after upgrade, and generate new chunks which match the old ones, or will there be sudden transitions like we've seen in the past?So TOGoS messaged me the old maps will keep using 0.16 generator (with some tweaks), so there won't be so sudden transitions as in previous map generator updates.