Search found 503 matches

by DerivePi
Mon Mar 20, 2017 6:19 pm
Forum: Ideas and Suggestions
Topic: Fluid physics (fix bizarreness, no extra calculation)
Replies: 34
Views: 12962

Re: Fluid physics (fix bizarreness, no extra calculation)

I was actually thinking that by looking at the code snippet, we could work on something a bit more specific. http://www.oxfamblogs.org/fp2p/wp-content/uploads/then-a-miracle-happens.jpg Delaying the transfer of fluid by a tick does not solve any of the current problems. I'm sure you can be more spec...
by DerivePi
Mon Mar 20, 2017 2:48 pm
Forum: Ideas and Suggestions
Topic: Fluid physics (fix bizarreness, no extra calculation)
Replies: 34
Views: 12962

Re: Fluid physics (fix bizarreness, no extra calculation)

I get the strange feeling that no one has bothered to look at the code snippet I linked previously so here it is specifically. struct FluidPrototype { double flowToEnergy; // Comes from Lua. Vanilla fluids have 0.59 here. double pressureToSpeed; // Comes from Lua. Vanilla fluids have 0.4 here. }; st...
by DerivePi
Fri Mar 17, 2017 4:54 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23753

Re: How to deal with griefers

Player 1 -> Player 2: Hey, player 2. I see you are where I put iron and copper on a belt. Could you please make it so they are on the opposite sides?Player 2 -> Player 1: Sorry, to change that I would have to grief and those stupid strict rules on this server won't let me. OK, interesting scenario ...
by DerivePi
Thu Mar 16, 2017 6:56 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23753

Re: How to deal with griefers

I wouldn't be, I've done that to myself by accident enough times and had to clean up the mess (or even deal with defenses failing) as a result, so I'd find it pretty maddening if somebody did it on purpose Then I have to say that you shouldn't be playing multiplayer. You can detect when something i...
by DerivePi
Thu Mar 16, 2017 5:50 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23753

Re: How to deal with griefers

This immediately just suggests a griefing strategy of finding out-of-the-way parts of the factory and just rotating/removing/adding a couple of individual segments of belt so that the belts get mixed and production gradually halts. I think most of us would be OK with that. Could even be its own fun...
by DerivePi
Thu Mar 16, 2017 12:51 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23753

Re: How to deal with griefers

Any actionable consequence must be based on breaking some established rules such as: 1. Changing small stuff (belts, inserters, power poles, 1 or 2 assemblers over a countdown timer...) is never griefing. 2. Changing big stuff is not griefing if: - The person who built it doesn't complain (if a deco...
by DerivePi
Wed Mar 15, 2017 8:48 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact refinery+beacon setup tileable in all directions
Replies: 5
Views: 14678

Re: Compact refinery+beacon setup tileable in all directions

I like it! The block of 3 refineries, when surrounded by beacons should suck up 42 crude and provide 5/23/28 heavy, light and petro respectively. Figuring a flow capacity of 60 per pipe, you'll need to add some pipes and pumps to increase the flow rate. 2 lines of crude won't cut it. Wow, you need o...
by DerivePi
Tue Mar 14, 2017 2:24 pm
Forum: General discussion
Topic: There is no spoon - is it worth to ...
Replies: 6
Views: 3649

Re: There is no spoon - is it worth to ...

It is when the clock says 7:56
by DerivePi
Tue Mar 14, 2017 1:37 pm
Forum: General discussion
Topic: There is no spoon - is it worth to ...
Replies: 6
Views: 3649

Re: There is no spoon - is it worth to ...

I tried standard settings initially but didn't get it (almost). Make your resources bigger and leave the biters at their standard starting config. The 10/12/24 science config is probably about right. You will have some trouble supplying the ingredients but you'll get to the needed science quickly en...
by DerivePi
Mon Mar 13, 2017 9:03 pm
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 61805

Re: Supression of the size shift of electric furnaces

So you join a multiplayer game and you notice a line of coal mixing with a line of ore being fed into a group of smelters. Being early game, these smelters are stone but someone has the idea that at some point these smelters will be replaced with electric furnaces and has allowed the extra space tha...
by DerivePi
Mon Mar 13, 2017 6:49 pm
Forum: Fan Art
Topic: Gear
Replies: 7
Views: 5212

Re: Gear

darkfrei - that is elegant
by DerivePi
Mon Mar 13, 2017 2:15 pm
Forum: Fan Art
Topic: Gear
Replies: 7
Views: 5212

Re: Gear

ezgif.com-video-to-gif.gif Of course bevel gears are far more fascinating (and take a bit longer to model) - darkfrei, that's a nice online resource. They don't properly account for undercut though. Not important unless you have a very high gear ratio like 200 to 7. If you animate the gears, you ca...
by DerivePi
Sat Mar 11, 2017 2:29 pm
Forum: Fan Art
Topic: Gear
Replies: 7
Views: 5212

Re: Gear

Blender does well for the involute because it has a curve function that can approximate the tooth shape. I don't know how you'd get the right shape for the undercut though unless you just did a fillet. I used AutoCAD to get the gear shape (I used a step wise process) and then finished the model in 3...
by DerivePi
Fri Mar 10, 2017 10:19 pm
Forum: Fan Art
Topic: Gear
Replies: 7
Views: 5212

Gear

gear.jpg
gear.jpg (72.39 KiB) Viewed 5212 times
This is an 8 tooth gear (really a pinion) with involute teeth, appropriate undercut and a keyway.
by DerivePi
Fri Mar 10, 2017 6:06 pm
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 38645

Re: Friday Facts #181 - Calm before the storm

Even the pumps are tinted - Nice Detail!
by DerivePi
Fri Mar 10, 2017 3:05 pm
Forum: Ideas and Suggestions
Topic: Fluid physics (fix bizarreness, no extra calculation)
Replies: 34
Views: 12962

Re: Fluid physics (fix bizarreness, no extra calculation)

Been thinking about this. The current (minor) problem, as I understand it, is that the fluid in the pipe is distributed to adjacent pipe connections on a first come first serve basis. On the update() function - the FluidBox iterates through a standard vector list of Connections which I imagine is ap...
by DerivePi
Thu Mar 09, 2017 9:07 pm
Forum: Ideas and Suggestions
Topic: Fluid physics (fix bizarreness, no extra calculation)
Replies: 34
Views: 12962

Re: Fluid physics (fix bizarreness, no extra calculation)

I have spent some time trying to decipher how fluid boxes transfer liquid ( https://forums.factorio.com/viewtopic.php?f=18&t=33685 - open up the pseudocode spoiler) and I have noted some quirks with the behavior of liquids while playing. But, I've played other games where the "realistic&quo...
by DerivePi
Thu Mar 09, 2017 8:42 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 94333

Re: Final (Maxed) Designs

Circuits with Beacons Since there is so much demand for basic circuits and you get a production multiplier on copper plate twice (once going to copper cables and then again going to circuits) this setup represents one of the more advantageous uses of productivity modules and speed beacons (cuts requ...
by DerivePi
Wed Mar 08, 2017 4:10 pm
Forum: Gameplay Help
Topic: i made an optimal lab setup for 0.15
Replies: 16
Views: 22515

Re: i made an optimal lab setup for 0.15

Although it seems to make sense to loop science packs, consider: - While the science packs are on their return trip, they are not being consumed - It is likely, where more than one science pack type is being fully consumed, that the labs will have mismatched science packs. Ex. green and blue science...
by DerivePi
Mon Mar 06, 2017 5:12 pm
Forum: Gameplay Help
Topic: i made an optimal lab setup for 0.15
Replies: 16
Views: 22515

Re: i made an optimal lab setup for 0.15

Depending on how exactly the other sciences balance out, I would think the simpler layout of two belts up the middle would be easier to set up in the early game. To allow for the last two sciences, just reserve space for the last two sciences to be split and run up the outside of the labs. V15 SCIEN...

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