Search found 97 matches
- Tue Nov 05, 2024 2:52 am
- Forum: Assigned
- Topic: [raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
- Replies: 10
- Views: 852
Re: [raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
I've also tried running the factoriotools/factorio:2.0.14 Docker image, which doesn't have the glibc problem, but does end up crashing after printing: + runuser -u factorio -g factorio -- /opt/factorio/bin/x64/factorio --create /factorio/saves/_autosave1.zip --map-gen-settings /factorio/config/map-g...
- Tue Oct 29, 2024 6:14 pm
- Forum: Assigned
- Topic: [raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
- Replies: 10
- Views: 852
Re: [raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
Darn! I wonder why he recommended against it. The concept seems straightforward enough. I have not actually tried it myself, though. I suppose 'magic' was the wrong word. I'm usually against anything that obfuscates what's going on. The header just explicitly indicates the version of every function ...
- Tue Oct 29, 2024 5:12 pm
- Forum: Assigned
- Topic: [raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
- Replies: 10
- Views: 852
Re: [raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
Are you not using that magic downgrade-my-dependencies header that Wheybags invented? I was under the impression that this sort of solved the problem 'once and for all' (without resorting to using Docker images of old distros for compilation, which is what I had been doing before that). It's a littl...
- Sun May 19, 2024 9:14 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 15085
Re: Friday Facts #411 - All about asteroids
I know it helps giving the impression of movement, but having "stars" moving in the background is very un-realistic... I'd actually be okay with the stars visibly moving on the grounds that the Factorio universe is simply a lot smaller and denser than ours, hence running into asteroid fie...
- Fri Mar 08, 2024 8:05 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31381
Re: Friday Facts #401 - New terrain, new planet
There is something I want to put forward to you, while you are working on planets and map generation: The availability of used map generation functions to mods. If I understand correctly, this is already possible. Mods can query the 'noise layers' for the surface at any time, using LuaSurface#calcu...
- Fri Mar 08, 2024 5:34 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31381
Re: Friday Facts #401 - New terrain, new planet
Oh this makes me very happy. The purpose of the new programmable noise system was to allow exactly these sorts of things. We just needed someone with a bit of patience to put it all together! I mean, the ridge function is in there for exactly the purpose that you put it to . (When I first mentioned ...
- Fri Dec 29, 2023 6:06 pm
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 73
- Views: 20856
Re: Friday Facts #390 - Noise expressions 2.0
The hope I had when I created the terrain noise system was that someone, someday, would take the idea and extend and polish it, which it seems you have. It's a slight bummer to lose compatibility with the old Lua noise expression definitions[1] (a goal of that design was to an AST-based common-denom...
- Fri Nov 10, 2023 4:32 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 69911
Re: Friday Facts #384 - Combinators 2.0
without having to close the GUI and hunt for the information in a nearby power pole tooltip. Now that you mention it, that was some unnecessary friction. Decider combinator 2.0 I may still pine for Mindustry-esque programmable computers, but this maybe accomplishes about the same thing, and with mo...
- Sat Oct 21, 2023 2:42 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 59728
Re: Friday Facts #381 - Space Platforms
Thrusters should definitely accelerate/decelerate the platform, not just "move" it. The video where the thrusters turn off and the platform stop moving looks downright weird. And I imagine that slowly getting one of those things up to speed would just feel a lot more satisfying and interes...
- Sat Sep 23, 2023 3:00 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 68463
Re: Friday Facts #377 - New new rails
Very neat!
But now my "only build tracks on every third space" technique is obsoleted!
Alright guys, good work; now it's time to add mountains and non-euclidean caves and train tunnels.
But now my "only build tracks on every third space" technique is obsoleted!
Alright guys, good work; now it's time to add mountains and non-euclidean caves and train tunnels.
- Sat Sep 16, 2023 6:29 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 81571
Re: Friday Facts #376 - Research and Technology
> Quality Good idea. I think it will make the game a little more interesting. I don't mind the idea of randomness at all, and like that it's something I could choose to ignore, but then later choose to mess with it because it's an interestingly different way to play the game. The names are fine. > D...
- Thu Nov 10, 2022 6:19 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 275418
Re: Performance optimization - post your saves
Am I missing something there? You are not. Due to the terrain generator's nature as a massively SIMD virtual machine, it does not support lazily-evaluated function calls or if-else chains, meaning that every subexpression needs to be evaluated for each point on the map. Adding procedure delimiters ...
- Thu Jun 24, 2021 4:20 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 74458
Re: Friday Facts #366 - The only way to go fast, is to go well!
[...] Functional Reactive Programming for their UI code (and things like the building code), as these complex state interactions / asynchronous actions are exactly the kind of use case for this paradigm. [...] So, what is FRP ? Here is the wikipedia article: https://en.wikipedia.org/wiki/Functional...
- Wed Jul 22, 2020 5:51 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 62553
Ah, burnout!
I know the burnout feeling! I think a lot of it has to do with losing focus and not really knowing what to work on anymore. Having a partner (your kid, in this case) who approaches the project from another angle (like developing content, just playing it, or getting on your case about inefficiencies ...
- Fri May 08, 2020 4:44 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 23091
Re: Friday Facts #346 - He who does nothing, breaks nothing
note: this assumes walkable tiles draw transitions over non-walkable ones, in case you are thinking of creating a mod with new terrain type that player won't be able to walk on. Oh right. That's why I couldn't get my 'mountain' tiles working. There's an implicit assumption in the engine that the on...
- Mon Apr 27, 2020 7:42 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 28236
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Speaking of tile transition collisions, has anyone ever tried to make "solid" tiles (representing, say, a rock), that is not traversable, but should be drawn in over other tiles, such as grass? I had been trying to make this work for a while but was running into quite a bit of trouble. Fis...
- Fri Feb 07, 2020 7:13 pm
- Forum: News
- Topic: Friday Facts #333 - Terrain scrolling
- Replies: 40
- Views: 21652
Re: Friday Facts #333 - Terrain scrolling
Neat. Back in the 90s (when I first started trying to program games) cutting down the number of pixels drawn to the screen was super important, so basically every attempt to write games started with me writing a class that figured out which parts needed to be updated, and leaving everything else alo...
- Fri Nov 29, 2019 3:50 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 27007
Re: Friday Facts #323 - Animated water
The reflections are what makes it look super cool. I want more details about how that works! Even if it's just: now every sprite has a reflected version that masked by the reflection texture. But can any tile do reflection?
- Sat Oct 19, 2019 4:49 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 36568
Re: Friday Facts #317 - New pathfinding algorithm
<biters-on-belts.gif>programaths wrote: βFri Oct 18, 2019 11:44 am TOGoS, from conveyor belts to treadmills...there is only a step!
Thanks for the well-wishes everybody!
- Fri Oct 18, 2019 1:01 pm
- Forum: Modding help
- Topic: Speed up custom map generation
- Replies: 16
- Views: 5007
Re: Speed up custom map generation
Either the forum doesn't notify me when there's a new reply or I'm missing something basic about how to use it. Anyway... I'll give it a try. But in order to achieve the result shown in my pictures, I'd have to do some basic vector calculations. Is it possible to get the x and y component of the dis...