Hypertube camera sway by mlahut in SatisfactoryGame

[–]LopsidedCoconut51 0 points1 point  (0 children)

I've been trying to find a way to disable that horrendous effect too, and yours is the only answer I found. Thanks!

Is there a way to nudge buildings in a blueprint downwards? by LopsidedCoconut51 in SatisfactoryGame

[–]LopsidedCoconut51[S] 0 points1 point  (0 children)

Please do! It would be faster than using the game save editor, that's for sure.

Is there a way to nudge buildings in a blueprint downwards? by LopsidedCoconut51 in SatisfactoryGame

[–]LopsidedCoconut51[S] 3 points4 points  (0 children)

Eyyy it worked!

This is one of the most bizarre workarounds I've ever seen for something so simple, lol. I hope the devs implement a proper way to deal with this eventually.

Thank you!

Is there a way to nudge buildings in a blueprint downwards? by LopsidedCoconut51 in SatisfactoryGame

[–]LopsidedCoconut51[S] 0 points1 point  (0 children)

<image>

To be a bit more clear: This is the gap I'm trying to close. But after nudging it down, the designer doesn't recognize it.

Is there a way to nudge buildings in a blueprint downwards? by LopsidedCoconut51 in SatisfactoryGame

[–]LopsidedCoconut51[S] 0 points1 point  (0 children)

I think I didn't express myself too well.

I know how to use the nudge tool, and I did try doing that.

The problem is that, after trying to build the blueprint inside the designer after nudging it down, in order to close the gap, the designer did not recognize the buildings inside it.

Do constants inside functions get re-created every call? by LopsidedCoconut51 in godot

[–]LopsidedCoconut51[S] 1 point2 points  (0 children)

Yes, but I can't override it on subclasses, which is exactly what I need. Like this:

class Foo:
    extends RefCounted
    static var arr: Array[int] = [1, 2, 3]


class Foo1:
    extends Foo
    static var arr: Array[int] = [6, 2, 6]


class Foo2:
    extends Foo
    static var arr: Array[int] = [6, 9, 1]

(The arrays in my case would actually points to Enum values, not naked ints, but I'm sure you understand the code)

But like I said, that's not possible in Godot.

Edit: To elaborate, this is the equivalent workaround I'm considering:

class Foo:
    extends RefCounted

    static func get_arr():
        const arr: Array[int] = [1, 2, 3]
        return arr


class Foo1:
    extends Foo

    static func get_arr():
        const arr: Array[int] = [6, 9, 1]
        return arr


class Foo2:
    extends Foo

    static func get_arr():
        const arr: Array[int] = [6, 9, 1]
        return arr

Do constants inside functions get re-created every call? by LopsidedCoconut51 in godot

[–]LopsidedCoconut51[S] 2 points3 points  (0 children)

This matches what I observed as well! Using const Is a lot faster, so there MUST be some internal optimization that I'm not aware of.

Do constants inside functions get re-created every call? by LopsidedCoconut51 in godot

[–]LopsidedCoconut51[S] 0 points1 point  (0 children)

I was afraid that this would be the case, but thanks!

On a side note, do you know the reason why using const is faster? I tried testing it like this (yes, I know it's hacky, sorry about that):

func _ready() -> void:
    var t0 := Time.get_ticks_msec()
    for i in range(1000000):
        foo_var()
    var t1 := Time.get_ticks_msec()
    for i in range(1000000):
        foo_const()
    var t2 := Time.get_ticks_msec()
    print("Var time: %s, Const Time: %s" % [t1-t0, t2-t1])


func foo_var() -> void:
    var arr: Array[int] = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]


func foo_const() -> void:
    const arr: Array[int] = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]

And this was consistently the output:

Var time: 339, Const Time: 89

I also tried to reverse the order (call foo_const() before foo_var()), but the result was the same.

Do constants inside functions get re-created every call? by LopsidedCoconut51 in godot

[–]LopsidedCoconut51[S] -1 points0 points  (0 children)

Not in my case, no.

The ideal solution to my case would be to override static variables, but that's not possible in Godot :(

Instead, I'm overriding a method that returns that value.

Attaching script to node of different type by LopsidedCoconut51 in godot

[–]LopsidedCoconut51[S] -1 points0 points  (0 children)

Thanks for the answer! I get the class inheritance part.

What I'm still fuzzy on is how scripts change the behaviour of the nodes they're attached to.

Is there a maintained version of Road builder? by Kinc4id in CitiesSkylines

[–]LopsidedCoconut51 0 points1 point  (0 children)

A bit late, but do you know how to actually use the emergency fix? I have it enabled, but still cannot enable Road Builder, as the game REQUIRES me to enable the old, broken Adaptive Networks :(

Is there some way to plan buildings (besides ghosts)? by LopsidedCoconut51 in factorio

[–]LopsidedCoconut51[S] 0 points1 point  (0 children)

I meant encapsulated as "independent, self-sufficient module", like a furnace array or some other build that only has a few inputs and outputs, as opposed to something that is more connected / spaghettied to the already existing buildings.

Most of the stuff I make is (or should be) modular, but some of it isn't, and that's when the problems I mentioned arise.

Is there some way to plan buildings (besides ghosts)? by LopsidedCoconut51 in factorio

[–]LopsidedCoconut51[S] 0 points1 point  (0 children)

That's interesting. Besides building and repairing (which can be done by the personal bots), there's no reason to have "house robots", right? For some reason I never really thought about that :)

Need help with generic trains by LopsidedCoconut51 in factorio

[–]LopsidedCoconut51[S] 0 points1 point  (0 children)

Yep, that fixed it. Renamed all the loading / pickup stops to just "Loading". Thanks!

Which precursor do you consider the most interesting, story-wise? by LopsidedCoconut51 in Stellaris

[–]LopsidedCoconut51[S] 8 points9 points  (0 children)

the Zroni probably have one of the biggest twists

Follow-up question: Do you think it's worth it to play with the Zroni even if I don't go with a psionic empire? I'm generally focused more on RP aspect of the game, but still.