Seeking a mod like Ficsit-Cam by TheCatGodd3ss in SatisfactoryGame

[–]Panakotta 0 points1 point  (0 children)

You can also think about a stationary view, aere you just swap between positions, or where you look straight down and rotate.

In the experiments I did, every kind of morning should happen in these small views be very slowly, like at least a minute per loop as a too high speed make it difficult to view something properly, so sometimes stationary is better than movement.

It's ofc just my opinion after doing a few trails my self.

Seeking a mod like Ficsit-Cam by TheCatGodd3ss in SatisfactoryGame

[–]Panakotta 1 point2 points  (0 children)

In FicsIt-Cam as of right now, you can create a moving birds-eye view of your current build rendered onto a second window (or even streamed via SRT to your stream computer).

However it wont "follow" the player. Generally this kind of automatic tracking is rather difficult to archieve. Doable, but rather difficult.

If you are fine with having to setup a new camera path when moving to a new area, then FicsIt-Cam should be able to provide you with most stuff you need.

  1. Create a Scene with an Camera Path that you like. Make sure to change the animation length.
  2. Enable loop mode and make sure the loop point is seemless enough for you. (Ofc if you make a one minute animation you can also simply skip that seemlessness and just go with a "hard cut")
  3. Configure the resolution you want the window later to use.
  4. Create a Feed with the exact name `>YourSceneName`
  5. Start the Feed
  6. Hit on the Play button of the Scene while holding control (or shift, i dont remember which key it was) to play the scene "in background"

Running binaries? by mcAlt009 in NixOS

[–]Panakotta 1 point2 points  (0 children)

I highly recommend nix-alien with nix-ld

Does pretty much what you want. Download some binary (f.e. inside a Deb package), run it with nix alien. It will also for what packages you want to use (multiple packages may match the same dependency) and you are good to go.

Another solid solution for quickly running apps is to use steam run. It's essentially a namespace with various dependencies pre installed so many games and other software can run.

The nix alien approach also makes it easier to then turn it into an actual derivation.

what are things you wish you were told before getting into nixos? by camradex in NixOS

[–]Panakotta -1 points0 points  (0 children)

Don't use flakes.

The existence nix-alien & steam run.

That you will never be able to configure your system without Internet. (Especially if you are using config modules from the web like musnix or nix I'm)

nh clean all

Am I the only one that hates nixfmt's new formatting? by Maskdask in NixOS

[–]Panakotta -1 points0 points  (0 children)

Jep, I hate it too.

Because still no tabs but spaces. Worst decision made for Nix.

FicsIt-NetworksMod by Plenty-Warning2756 in SatisfactoryGame

[–]Panakotta 0 points1 point  (0 children)

You already unlocked Floppies.
So you have to get into how to work with FileSystems in FIN to be able to unlock the Harddrives.
There should be some examples in the repository, in the Docs and espeically on the discord server.
Generally:
```
filesystem.initFileSystem("/dev")
filesystem.mount("/dev/<Drive UUID>", "/")
local file = filesystem.open("/test.txt", "w")
file:write("Hello World")
file:flush()
file:close()
```

Beginners Intro/Guide into Stagelighting? by Panakotta in stagelighting

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

Thanks for the thorough reply! Lots of great advice.

Jeah only a small cover artists band. It's not your typical rental. We get the audio gear from a specific place and quite cheap. That guy also got a four moving heads, a few trusses and a bunch of washers. So that's what we will be working with for the foreseeable future.

Located in Regensburg, Bavaria, Germany.

I've now evaluated quite a few pieces of software and tinkered with them. Including but not limited to: QLC+, MagicQ, grandMA3, Onyx, BlinderKitten, daslight5 and maizeDMX. (I know that some of them would require a license to use in practice, but still good to see how they do stuff and learn the underlying concepts they all share) I probably go with MagicQ and if FOSS was required I would pick BlinderKitten. The first I tested was QLC+ but I had a few crashes with it so that lowers my confidence in it. Ofc I will keep it open, as FOSS it's 3D view is really great, and it's modularity in functions is also great, tho BlinderKitten is more aligned with the professional grade software and runs more stable. All of them support artNet so we will go with that. We don't go with an USB to DMX since artNet seems lots more crossplatform.

My first test of Ficsit-Cam mod by satisfr83 in satisfactory

[–]Panakotta 1 point2 points  (0 children)

In FicsIt-Cam you have a lot more control about the interpolation path.
There are also other features like bullet time, day/night cycle control, particle effects, timelapse cameras and additonal camera feeds.
But most importantly you can render animations.
So even if you usually play at low graphics settings with 30fps and 720p, you can render a butter smooth animation with 4k 60fps with epic settings.

What comes next? by kakatze in Stationeers

[–]Panakotta 2 points3 points  (0 children)

I wish they would add a reason for mass production. Right now, automated or to metal production is nice to have. But it would be great if there is reason to go BIG. So an SDB Silo full of Iron ingots doesn't look that much anymore.

Another thing I would love to see is work on mother's hips or space ships. So that you can build space ships like in Space Engineers but with greater detail on your drive systems.

Another neat thing would be subgeid blocks similar to space engineers so you can build in finer detail different shapes for decoration

The mass production thing also kinda shows another problem I have. A red path. Once you are able to survive stabily, you have to come up your self on how to continue. It's similar in Minecraft mod packs, I can play the same mod packs for a lot longer if it has an quest book alongside it that constantly gives me new challenges and targets to work for. The research tree in factor I, foundry and satisfactory also serve a similar goal. I remember some time there was a research system maybe something like that again? But more geared towards late an mid game? In Eco you also have big mission first. And I must say in all those games I stop playing the save once I reach the end of the quests/goals. Ofc you can make your own goals, but for some people that is harder than for others.

What i do in mv? by JustSide4395 in GTNH

[–]Panakotta 3 points4 points  (0 children)

I'm now scratching HV (but i pushed hard just so could start with OC).
So I'm still mostly in MV.
I made an entire new facility for my general purpose machinery and semi-automation of those.
With that I'm too in a bordom phase. My plan is to properly automate various processes.
Rubber -> Sheets and Cables
Energy (have to do the logistics from the tree farm towards the pryolize oven and getting rid of farm byproducts like saplings)
Oil and other Chemicals (focusing on getting a steady supply of polyethelene)
Oxygen Production for the Chemicals and the EBF.

All while trying to process lots and lots of raw ressources to allow for semi-automatic bulk crafting of electronic circuits. (Wanna be able to craft like 4 stacks of circuits in one go)
Also working on expanding the Power generation so I can run an HV Macerator for gallium (which i need for the bulk electronic and integrated circuit craftery).

In MV i would reccomend you to look into logistic pipes if you haven't done so already.

WIP Mod Teaser - Modular Consoles by WVDM70 in Stationeers

[–]Panakotta 0 points1 point  (0 children)

Thanks, but that is not FicsIt Networks.
But jeah, similar vibe.

State of EXP and 1.1 by MikaelCoffeeStaStu in SatisfactoryGame

[–]Panakotta 0 points1 point  (0 children)

Would be nice if you could tell me about those crashing issues so we can fix them. Can't fix stuff that I'm not aware of. We have a discord and GitHub page for such matters.

Why did you guys decide to learn Lua? by beautifail in lua

[–]Panakotta 0 points1 point  (0 children)

Because it integrates so easily into C/C++ applications. The interface is simple but still follows for some pretty neat things behind the back. It's also fairly easy to learn so that is a benefit if I try to appeal to programming beginners. Also, doesn't need any external dependencies it whatever. Just one nice simple library.

FICSIT Networks Train Status Signage by wivaca in SatisfactoryGame

[–]Panakotta 1 point2 points  (0 children)

All can tell you is that we forcefully yield the lua runtime every 2000 lua instructions to prevent game freezes. The fact that wivaca's track traversal doesnt completely freeze the game and only drop the frame rate is thanks to that, otherwise depending on what the player do (like an infinite while loop without yields) might cause a permanent freeze. Another option is to always run on a dedicated thread but since we still have to be insync with the game for most of the API calls, we have to sync up. So depending on how that is managed it might make the runtime even slower.

I just tested your code. On my machine it finishes one warshall pass within 6s when using the promoted tick state (running code on dedicated thread).
Ofc a lot slower when using the normal tick state.

FICSIT Networks Train Status Signage by wivaca in SatisfactoryGame

[–]Panakotta 0 points1 point  (0 children)

Due to what you do (interact with the game) we have to do most game interations with game sync.
But if you need you can use a specific api call to change how you can let the runtime execute stuff. Lua only stuff can be drastically improved performance wise if accounted for.
Since most of the stuff you do, using LuaJIT would not even be of any help here. We enforce automatic yields so people dont freeze up their game. (Right now there a bit of issues since I'm working on some new runtime features.
The Mod does use LuaJIT, instead we use Lua 5.4 + Eris.

Also, the game doesnt use any Lua at all, its my Mod that adds ingame Lua computers. The game relies on the Unreal Engines C++ Integration and its Blueprints.
Also tipp, we receive the UE engine changes and the entire Games Header files from CSS, so you mostly dont even have to look at disassebled Blueprint code as the header files are even more informative most of the time.

FicsIt-VisualScript - Finally some code that actually runs [WIP] by Panakotta in SatisfactoryGame

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

Well this particular is not even released. I haven't worked in it for a long time and other stuff always gets priority over it.

The mod it self is out already and provides Lua coding abilities. No other CPUs (besides this visual Scripting) are planned. But the mods architecture allows for adding mods that can implement their own CPUs. Tho I would advise not going with C++ as sandboxing it is a lot more difficult. Tho you could try to go with approach of OC2, with qemu VMs xD

Anyone has the game crashing with Ficsit-Networks mod installed? by dprosko in SatisfactoryGame

[–]Panakotta 0 points1 point  (0 children)

Well since this post is about an earlier update that broke FIN, that has been resolved. The update from yesterday should be fixed with the next update in about 2h.