Search found 20 matches
- Sat Sep 30, 2023 4:51 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 79032
Re: Friday Facts #378 - Trains on another level
But the one thing I absolutely hate is that it seems like the rail support having a different hitbox depending on whether or not its rotation is directly along the X and Y axis or somewhere in the middle (looking at the picture with the different rotations of the support). Should imho just be a sol...
- Fri Sep 29, 2023 11:20 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 79032
Re: Friday Facts #378 - Trains on another level
So who's gonna make the first diverging diamond train crossing?
- Mon Aug 17, 2020 9:13 am
- Forum: Duplicates
- Topic: Construction bots in spidertron with no gunner aren't scheduled reliably
- Replies: 1
- Views: 651
Construction bots in spidertron with no gunner aren't scheduled reliably
When you have a large number of ghost items (say to place landfill or concrete) a Spidertron directed by remote with roboports, bots, charge, and inventory in Trunk will only sporadically/inconsistently send construction bots to place items on top of ghosts. "sporadically/inconsistently" m...
- Mon Aug 17, 2020 7:30 am
- Forum: Resolved Problems and Bugs
- Topic: Can't shift+right/left click to copy-paste Spidertron settings
- Replies: 1
- Views: 4688
Can't shift+right/left click to copy-paste Spidertron settings
Shift+Right Click on one Spidertron then Shift+Left Click on another does not copy Trunk filters, Color, Name, or Auto targeting settings from the first onto the second. I would expect it to do this for Trunk filters because it works for cars, tanks and traincars; as well as color settings because c...
- Sun May 05, 2019 8:57 am
- Forum: Gameplay Help
- Topic: Train stops at chain signal - [resolved]
- Replies: 2
- Views: 1273
Re: Train stops at chain signal - [resolved]
Ah my train stacker is signalled incorrectly. For train stackers you need a single chain signal feeding into a set of normal signals where trains park, and chain signals on exits. I had these backwards.
Edit: jockeril, I just missed your post with mine, but that was it. Thanks!
Edit: jockeril, I just missed your post with mine, but that was it. Thanks!
- Sun May 05, 2019 8:24 am
- Forum: Gameplay Help
- Topic: Train stops at chain signal - [resolved]
- Replies: 2
- Views: 1273
Train stops at chain signal - [resolved]
Maybe I'm confused, but doesn't a chain signal prevent trains from stopping at it? My understanding is that the train has to have an open normal signal ahead for it to actually path through a chain signal. I thought I understood train signals pretty well but this one is baffling me. If I'm just craz...
- Wed May 30, 2018 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Fluid Calculation Algorithm Optimization Proposal
- Replies: 5
- Views: 2812
Re: Fluid Calculation Algorithm Optimization Proposal
Yes actually that why I posted this. If they're experimenting with different options, now is probably the best time to present a possible solution.
- Tue May 29, 2018 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Fluid Calculation Algorithm Optimization Proposal
- Replies: 5
- Views: 2812
Re: Fluid Calculation Algorithm Optimization Proposal
Edit: Me whinging with no context. Feel free to ignore. So coming back and re-reading this post I realized a couple things. This is literally a data structure/algorithm design document. By the post alone, the best even the devs could say is that it has some neat ideas, but it would need to be implem...
- Sun May 20, 2018 2:33 am
- Forum: Ideas and Suggestions
- Topic: Fluid Calculation Algorithm Optimization Proposal
- Replies: 5
- Views: 2812
Re: Fluid Calculation Algorithm Optimization Proposal
It works fine. As in, it can work just like it does now. But I've also added a fix for multiple fluid types where the type with less fluid is pushed back (see my last FAQ question, if you can make sense of it). Looking closer at your links (very relevant, thank you!), this is more of a very strong o...
- Sun May 20, 2018 1:27 am
- Forum: Ideas and Suggestions
- Topic: Fluid Calculation Algorithm Optimization Proposal
- Replies: 5
- Views: 2812
Fluid Calculation Algorithm Optimization Proposal
I have an idea for a new fluid box update algorithm that I think has some nice properties that could make it faster. In general, I think the current idea of simulating fluids on a per-tile basis can be optimized to the point where it's not a bottleneck and we can fix some quirks along the way. Updat...
- Fri Feb 02, 2018 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.21]Circumventing prod module restriction using beacons
- Replies: 7
- Views: 4948
Re: [wheybags][0.16.21]Circumventing prod module restriction using beacons
You shouldn't be able to put productivity modules into beacons at all.
I just tried in 0.16.21 vanilla, and there is no way to put productivity modules in the beacon.
Are you sure this isn't an issue with a mod you have installed?
I just tried in 0.16.21 vanilla, and there is no way to put productivity modules in the beacon.
Are you sure this isn't an issue with a mod you have installed?
- Fri Nov 24, 2017 9:39 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 33031
Re: Friday Facts #218 - Import bpy, Export player
Well that's why rendering is using so much memory, silly. One of those textures is huge!
- Fri Sep 22, 2017 8:37 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56261
Re: Friday Facts #209 - Optimisation is a way of life
My goal would be to make all smoke immutable . It's current state is directly calculated from starting state and current tick, and only for the rendered region; it's never updated until it's removed. This would turn a read/write loop on the whole map into a read-only loop (+some calculations) in jus...
- Fri Sep 22, 2017 7:48 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56261
Re: Friday Facts #209 - Optimisation is a way of life
I've been thinking about smoke. Is there any reason why smoke needs to be ticked at all? Just store a static list of smoke start location (x,y in chunk) and tick number that it was placed there (which could be as low as 4 bytes per entity). All the logic can be in the render function: smoke age = cu...
- Fri Mar 03, 2017 4:11 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67419
Re: Friday Facts #180 - Map interaction
"Dude, where's my car?" - stootachtig Labels on blueprints? It would be nice to make labels part of a blueprint so that if you constructed many of them they would all be labeled automatically instead of having to be labeled manually. Opacity slider for pollution? I'd like to keep an eye o...
- Fri Nov 20, 2015 5:18 pm
- Forum: News
- Topic: Friday Facts #113 - Better rail building
- Replies: 96
- Views: 60543
Re: Friday Facts #113 - Better rail building
How does this iterative approach handle pathological edge cases?
E.g. two completely separate mazes where at one end tile the first maze is optimal, but only one tile over the other maze is optimal.
E.g. two completely separate mazes where at one end tile the first maze is optimal, but only one tile over the other maze is optimal.
- Fri May 29, 2015 7:03 pm
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 78030
Re: Friday Facts #88 - Combinators
So in a pure combinator network (i.e. no smart inserters/chests etc), items are basically symbols that represent processor registers, except they can be local instead of global registers.
- Fri May 01, 2015 4:19 pm
- Forum: News
- Topic: Friday Facts #84 - The wedding day preprations
- Replies: 54
- Views: 41830
Re: Friday Facts #84 The wedding day preprations
Smoke simulation optimisation Usage of the formula lets me know the position of the smoke without the need to update it every tick. If you keep a position (and maybe velocity) history of smoke-emitting items, you could change smoke to be an exclusively render-time object. I.e. if it's not showing o...
- Wed Feb 11, 2015 10:50 pm
- Forum: General discussion
- Topic: I made an Excel template for planning layouts at work.
- Replies: 11
- Views: 10669
Re: I made an Excel template for planning layouts at work.
TypeO, I liked your sheet but it had a bunch of problems from importing from Excel. So I reworked it to use Unicode arrow characters (βββββ°β±β²β³ etc) instead of rotated text, fixed cell size and border issues, reworked some machines, and made an example. It seems to work a lot better imo: https://docs...
- Mon Dec 29, 2014 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Obstructed Buildings in Blueprints Should Flash When Placed
- Replies: 0
- Views: 876
Obstructed Buildings in Blueprints Should Flash When Placed
When a blueprint fails to be placed it can be difficult to determine exactly what is in the way and where the obstruction is within the blueprint. (This can be especially true for large blueprints and small obstructions.) I propose obstructions and obstructed buildings in the blueprint should flash ...