Search found 263 matches

by pleegwat
Sun Sep 03, 2023 11:08 pm
Forum: Implemented for 2.0
Topic: No more than 255 tiles?
Replies: 21
Views: 7069

Re: No more than 255 tiles?

If every byte was set to the true 64-bit integer (1 decellion), this game would need ~200 TB of memory. So that is why these practical values exist. No, 64 bits can index 2⁶⁴ or about 16 * 10¹⁸ tiles. In words this is sixteen trillion or sixteen pentillion, depending on whether you subscribe to the...
by pleegwat
Fri Sep 01, 2023 6:12 pm
Forum: Implemented for 2.0
Topic: No more than 255 tiles?
Replies: 21
Views: 7069

Re: No more than 255 tiles?

up to 65'000~ tiles. Holy tile space, Batman! The limit of 255 tiles means that they're stored in one byte currently. The next larger reasonable size is two bytes, which gets us 2^16-1 or 65535 tiles. A middle ground between expanded tile limit and memory use could have been using 12 bit per tile, ...
by pleegwat
Sun Jul 02, 2023 8:25 pm
Forum: Modding interface requests
Topic: Using LuaSurface.find_nearest_enemy* with min_distance
Replies: 6
Views: 857

Re: Using LuaSurface.find_nearest_enemy* with min_distance

This has the disadvantage that the vehicle will always escape if the nearest enemy isn't far enough away -- even if there was another enemy that it could shoot at.) But it will be running away from an enemy it currently cannot attack, which could otherwise be meleeing it. Might actually be desirable.
by pleegwat
Wed Sep 21, 2022 4:51 pm
Forum: Modding interface requests
Topic: [1.1.69] not-modded luasurface.get_tile() returns invalid tile
Replies: 7
Views: 1323

Re: [1.1.69] not-modded luasurface.get_tile() returns invalid tile

The existing interface is that a LuaTile is always returned and you need to check .valid. So most likely all existing mods assume the returned value is non-nil and check .valid, which would trigger an error if they suddenly got nil.
by pleegwat
Sun Sep 18, 2022 2:16 pm
Forum: Implemented for 2.0
Topic: Allow more tile types without exceeding 255 limit
Replies: 9
Views: 2727

Re: Allow more tile types without exceeding 255 limit

I think option 1 would not require per-tile storage, simply using a per-surface lookup table rather than a global one. The same applies to 2a if noise functions are calculated on the fly, however I believe they're currently only executed on map generation so it wouldn't help. 2b definitely requires ...
by pleegwat
Mon Aug 08, 2022 4:57 pm
Forum: Modding discussion
Topic: tile limit
Replies: 3
Views: 1269

Re: tile limit

I think it's not so much that they're keeping the tiles in memory, but they're keeping absolutely everything in memory (as well as synced across all clients in multiplayer) and that includes tiles. Keeping it on disk is probably not a useful approach; while the visual appearance of the tile isn't ne...
by pleegwat
Sun Apr 24, 2022 6:40 pm
Forum: Modding help
Topic: Equation to convert value
Replies: 10
Views: 2128

Re: Equation to convert value

yaim904 wrote:
Sun Apr 24, 2022 8:57 am
coderpatsy wrote:
Sun Apr 24, 2022 3:16 am
your calculations are wrong

Code: Select all

36288000 / ( 60 ^ 3 ) = 216000
The meaning of the ^ operator varies from platform to platform. Yours applies xor; you just calculated 36288000/63.
by pleegwat
Mon Apr 11, 2022 4:49 pm
Forum: Modding discussion
Topic: Licensing question about interactions between mods
Replies: 13
Views: 2929

Re: Licensing question about interactions between mods

Sounds like something more suited for a lawyer, we can really only speculate here. Although I'm pretty sure that that is not a thing. You can't ask people not to modify your things, you can only ask them to not redistribute said modifications. In your example: Well, the mod would not be modified, o...
by pleegwat
Sat Feb 05, 2022 1:33 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 129734

Re: Friday Facts #367 - Expansion news

Flying?

Or under water?
by pleegwat
Sun Nov 21, 2021 11:13 am
Forum: Ideas and Requests For Mods
Topic: Mod request/idea - Water strider
Replies: 4
Views: 1795

Re: Mod request/idea - Water strider

Hydrodynamic legs for the shallows and a watertight (floating) pod for the deep?
by pleegwat
Sat Oct 02, 2021 5:08 pm
Forum: Releases
Topic: Version 1.1.41
Replies: 10
Views: 12652

Re: Version 1.1.41

Would it make sense to perform such consistency checks in the background, rather than as a blocking part of the save process? No. Consistency check is a read operation and while it is happening data must not change for any reasons, including game update. But if you can run the consistency check dir...
by pleegwat
Sat Oct 02, 2021 4:56 pm
Forum: Releases
Topic: Version 1.1.41
Replies: 10
Views: 12652

Re: Version 1.1.41

Would it make sense to perform such consistency checks in the background, rather than as a blocking part of the save process?
by pleegwat
Tue Jun 22, 2021 3:46 pm
Forum: Modding interface requests
Topic: Passenger count for vehicles
Replies: 5
Views: 1659

Re: Passenger count for vehicles

Okay maybe more than two occupants is unnecessary, but being able to say "driver only" would be nice. It is a possibility to split into 2 bools, 'allow_drivers' and 'allow_passengers'. It wouldn't be so simple, but possible If this does happen, I would suggest allowing for a passenger onl...
by pleegwat
Sun Apr 04, 2021 7:57 pm
Forum: Modding help
Topic: Decomposed ingredients list (total raw)
Replies: 6
Views: 2202

Re: Decomposed ingredients list (total raw)

The idea is you store that you haven't processed the wooden chest yet, so you recursively determine the fuel value of a wooden chest before returning to whatever you were doing.
by pleegwat
Sun Apr 04, 2021 12:42 pm
Forum: Modding help
Topic: Decomposed ingredients list (total raw)
Replies: 6
Views: 2202

Re: Decomposed ingredients list (total raw)

However, it seems to be quite complicated to get a list of all items that may contain wood (and the total amount of wood) -- especially as the game builds such a list by itself anyway. Is there any shortcut I could use? No, the only way is to build the list yourself. I'm trying to do that now! Not ...
by pleegwat
Wed Dec 30, 2020 12:03 pm
Forum: Modding help
Topic: Roboport recharging animations (colors)
Replies: 6
Views: 2001

Re: Roboport recharging animations (colors)

Further research: What happens with 2 modded roboports with different visualisation?
by pleegwat
Sat Nov 14, 2020 2:13 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 100249

Re: Friday Facts #363 - 1.1 is getting close

Could the belt line tool be combined with setting cursor size to lay multiple parallel belts at the same time?
by pleegwat
Mon Nov 02, 2020 10:07 pm
Forum: Modding help
Topic: Changing pivot point of inserter arm?
Replies: 10
Views: 2171

Re: Changing pivot point of inserter arm?

And if you lower the pipes themselves as well?
by pleegwat
Sat Oct 24, 2020 6:40 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 83975

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Round robin seems like a very bad idea if you have both producers and consumers of the good spread across the map, as it would cause trains to visit far-away stations because it is 'their turn' rather than preferring close ones, causing more material to be in transit and more network congestion. If ...
by pleegwat
Sat Oct 24, 2020 3:16 pm
Forum: Modding help
Topic: Rotatable labs?
Replies: 12
Views: 2262

Re: Rotatable labs?

How about pass-through steam connections on all sides, like on the uranium miner? Of course this simplifies the player's routing puzzle as well since they would no longer need to route a separate pipe through each lab.

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