Search found 264 matches
- 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.
- Tue Aug 25, 2020 4:42 pm
- Forum: Modding discussion
- Topic: Would this be possible?
- Replies: 3
- Views: 1290
Re: Would this be possible?
Note there are tricks you can do to perform some of these: Addition is done by connecting multiple wires (possibly isolating signals via +0 or *1) Subtraction via multiply by -1 and addition. Squaring is straightforward via (each * each). Multiplication can be done as ((A + B)² - A² - B²) / 2; make ...
- Thu Aug 13, 2020 6:33 pm
- Forum: Modding help
- Topic: Tenders.
- Replies: 11
- Views: 2542
Re: Tenders.
Though historically there were locomotives which ran on only (superheated) water
https://en.wikipedia.org/wiki/Fireless_locomotive#Steam
- Mon Aug 10, 2020 3:33 pm
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 33874
Re: Friday Facts #358 - Alien decoratives & Polluted water
Currently solar panel yield is calculated surface-wide. Accounting for smog would necessitate moving it to per-chunk, or recalculating the baseline yield for the surface whenever the pollution in a chunk with solar panels changes.
- Fri Apr 24, 2020 3:32 pm
- Forum: Ideas and Requests For Mods
- Topic: Ammo Level Indicator
- Replies: 3
- Views: 1492
Re: Ammo Level Indicator
If you feed the turret from a chest, you could then use the circuit network to read the amount of ammo in the chest. Does mean there's an amount of ammo you're not seeing, and there's more ammo in the system.
- Fri Apr 17, 2020 3:51 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21848
Re: Friday Facts #343 - Environmental particle effects
In that case, shouldn't the vegetation be initially removed and come back up through the cracks over time? Of course to a lesser degree the more often the path is used.
- Fri Feb 21, 2020 3:46 pm
- Forum: Modding help
- Topic: Desync-safe generated coordinates list?
- Replies: 5
- Views: 1266
Re: Desync-safe generated coordinates list?
You can make it slightly faster by eliminating the math.sqrt() (sorting on the square of the distance instead) since that's equivalent.
- Sat Jan 25, 2020 8:43 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 63827
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
"The nodes are related to segments with extra information about travel direction. Edges are related to segment connections (transitions)" I see. So, if I understand correctly, most of these cases arise from fact that train can be "in the middle" of some edge of graph on which pa...
- Fri Jan 03, 2020 3:40 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Radars with modules and more (better Big Brother mod)
- Replies: 6
- Views: 1699
Re: [Request] Radars with modules and more (better Big Brother mod)
Trains can take equipment though.
- Wed Dec 25, 2019 9:25 pm
- Forum: Modding help
- Topic: Detect collision with cliffs
- Replies: 12
- Views: 2382
Re: Detect collision with cliffs
Could you detect the fact the vehicle has been standing still for more than, say, a second?
- Sun Dec 01, 2019 1:22 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75555
- Mon Nov 25, 2019 7:09 pm
- Forum: Won't implement
- Topic: API returning index of the player the code is running on
- Replies: 12
- Views: 3539
Re: API returning index of the player the code is running on
I think the ideal solution would be allowing for LUA to run in the UI layer (where all current LUA runs in the game layer). All function calls or structure writes from the UI to the game layer would have to be synced, but the UI layer itself could stay local. In turn, the game layer would no longer ...
- Fri Nov 22, 2019 5:22 pm
- Forum: Modding interface requests
- Topic: Recipes with probabilities better handling
- Replies: 7
- Views: 2013
Re: Recipes with probabilities better handling
I think this mainly applies to low-volume high-value recipes. And then particularly cases where a high-value catalyst has a chance to decay - 90% outcome A and 10% outcome B becomes 9% both and 9% neither, and that's particularly punitive if it happens on the first craft. The question is though, wha...
- Tue Nov 19, 2019 5:27 pm
- Forum: Modding discussion
- Topic: Proposal: Factory Metrics
- Replies: 5
- Views: 1938
Re: Proposal: Factory Metrics
Average distance any item is transported in its lifetime. This is a great one. It might be difficult to implement since the "life" of an item is difficult to define when it enters a stack. Maybe a way to implement this would be to measure the paths between the assemblers in a supply chain...
- Mon Nov 18, 2019 4:56 pm
- Forum: Modding discussion
- Topic: Proposal: Factory Metrics
- Replies: 5
- Views: 1938
Re: Proposal: Factory Metrics
Average distance any item is transported in its lifetime.
- Tue Nov 12, 2019 6:37 pm
- Forum: Modding discussion
- Topic: Breaking change/fix: script.raise_event rework - opinions wanted
- Replies: 88
- Views: 22507
Re: Breaking change/fix: script.raise_event rework - opinions wanted
How about, for every default event that a mod might also send, you add a second mod-only event. Then a receiving mod can pick if they want to support (and validate) mod-generated events, or ignore them and just handle (guaranteed valid) default events.
- Fri Oct 25, 2019 3:28 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 47401
Re: Friday Facts #318 - New Tooltips
Could you post a tooltip example of a complicated recipe with multiple items, such as the uranium processing one?
- Sun Oct 06, 2019 3:26 pm
- Forum: Modding interface requests
- Topic: Show mod license.txt ingame.
- Replies: 15
- Views: 3919
Re: Show mod license.txt ingame.
First game startup with the mod isn't distribution. I'd rather expect accepting the license when downloading from the mods page, or when installing ingame through the mod manager.
- Fri Sep 20, 2019 4:20 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 26159
Re: Friday Facts #313 - Light at the end of the bug tunnel
Are game developers not allowed to be humans any more?
- Fri Sep 13, 2019 10:27 pm
- Forum: Implemented mod requests
- Topic: A solution to searching prototypes in natural language
- Replies: 23
- Views: 5684
Re: A solution to searching prototypes in natural language
Problems like this make me think of a different potential solution: Having a distinct UI stage which can read from and send commands to the control stage. Those commands would need to be synchronized across all players, but the UI itself could remain local to each player. Probably isn't feasible in ...