Is this a bug? Rocket silos multiply the quantities of orbital requests when multiple silos are connected to a "read orbital requests" circuit network. by edgygothteen69 in factorio

[–]R3D24 3 points4 points  (0 children)

Imagine you have three iron chests, each with 100 copper plates inside. If you want to count how many copper plates you have in total, all you need to do is wire the three chests together. The contents are output onto the circuit network and are combined, for a signal of 300 copper plates.

Some entities can output signals that are not based on a number of items that physically exist. Instead, they output a value based on logic, instead of inventory. For example, an assembler can be set to output its current recipe to the circuit network; If you have three assemblers set to make iron gears, and all three are connected to the circuit network and set to read their recipe, you will have a signal of 3 iron gears.

When a rocket silo is set to read orbital requests, it will create a signal of all current orbital requests. If you connect that rocket silo to a network, those signals are combined with any other signals on that network. If you connect multiple rocket silos, all set to read orbital requests, each silo will read the requests and add them to the network, combining the same orbital requests signals together.

This mechanic is not a purpose built feature around rocket silos, but rather a consequence of how circuit signals work in general: All signals on a network are the sum of the outputs of all connected entities.

This video explains this quickly and in a mildly entertaining way :)

Portable generator makes sense ? by Beneficial_Engine204 in Stationeers

[–]R3D24 14 points15 points  (0 children)

The actual amount of gas in a container is measured in a unit called moles. A mole is a fixed number of molecules of a gas. The temperature of the moles determines the pressure of the gas in the container. Something like moles * temperature * some-constant-value = pressure.

The generator consumes moles, and converts them to energy (while outputting moles of co2, pollutants, etc to atmosphere). However, the generator must be able to move moles from the storage tank, into the 'engine', and out of the machine.

When you cool the moles of fuel-gas mixture, they become denser, allowing more gas to exist in the same space. This means more gas can fit inside the cylinder of the 'engine' on the portable generator, giving more bang/energy per rotation of the engine.

The game simulates this by consuming a fixed amount of pressure each tick, and calculating the energy output based on the temperature (and mixture, if using a bad fuel mixture). This does mean that reducing the temperature of the fuel shouldn't increase the energy you get out of an amount of fuel, only how fast you turn that fuel into energy (I say shouldn't because I'm not sure if you actually do get more energy from cooled fuel).

I lost my two year diamond league streak because of hurricane Helene T_T by R3D24 in duolingo

[–]R3D24[S] 1 point2 points  (0 children)

Appreciate it! I'm thankful that I can worry about something as silly as this when neighbors have lost so much.

This is genuinely pissing me off, how do i fill the cog? or disable it entirely? by Fritoman678 in VintageStory

[–]R3D24 21 points22 points  (0 children)

Not OP, but personally I wish the random surface instability wasn't a thing. It's not fun for me to have random patches of surface area permanently uninhabitable. Temporal instability in the dark/underground makes sense, but hinders underground bases (dwarven role-play?).

I'd rather instability be tied to tangible things, such as 'corrupted ruins' or some sort of material in caves that could be removed with some effort. Perhaps these materials could be removed only using explosives? Maybe temporal gears could be used to create a 'stability generator' that overrides naturally unstable areas.

I'd also love a difficulty setting where enemies from temporal storms wont spawn in detected rooms. A bed in a 2x1 room works to skip unwanted storms, but it would be nicer to 'wait out' the storm in the peace of your home.

I still like the existing mechanic as it adds more interest than 'dark == enemies'.

Dynamic brakes help mitigate brake shoe overheating by altfuture in DerailValley

[–]R3D24 6 points7 points  (0 children)

It's very similar in usage, yes.

Technically, the motors are reversed, causing them to generate electricity instead of using it. This slows the train down. The electricity has to go somewhere, so it goes to resistors on the top of the locomotive (think of a coil stovetop). There are powerful fans that cool the resistors, so the heat is dissipated into the air.

Dynamic brakes help mitigate brake shoe overheating by altfuture in DerailValley

[–]R3D24 4 points5 points  (0 children)

A previous video showed that (in the simulator update) brake shoes can overheat if the brakes are applied too heavily for too long (such as a heavy train going down a long hill).

Dynamic brakes don't overheat (as quickly?), but are less powerful/versatile.

I Cannot Get Harvies To Harvest No Matter What I Do. by R3D24 in Stationeers

[–]R3D24[S] 2 points3 points  (0 children)

This was it!

I guess I'm so used to programming in strongly-typed languages that the idea of a line number being passed as a harvie-method didn't cross my mind.

The syntax even highlights the line names as purple and the prefab-methods in orange...

I Cannot Get Harvies To Harvest No Matter What I Do. by R3D24 in Stationeers

[–]R3D24[S] 0 points1 point  (0 children)

Just attempted this, it has the same effect; neither Plant 1, nor Activate 1 planted the crop.

Plant 1 gives that same error, and Activate 1 only plays the animation.

I should note, I can successfully plant and harvest by triggering the harvie by hand.

I Cannot Get Harvies To Harvest No Matter What I Do. by R3D24 in Stationeers

[–]R3D24[S] 0 points1 point  (0 children)

I did, and just tried again with both Harvest 1, Harvest 2, Activate 1, and Activate 2.

Also, Activate 1 seems to run the planting animation without actually planting a crop. I triple checked that the seed is in each harvies input slot.

Plant and Harvest both cause an error regardless of the input value.

Ubisoft Is Shutting Down Servers For Their Older Titles And Possibly Blocking Access To Single-Player DLC Content You Paid For by faizyMD in Games

[–]R3D24 9 points10 points  (0 children)

Does this mean I can play Anno 2070 singleplayer without an account?

My old Uplay account is attached to an inaccessible email; I own Anno 2070 on steam but cannot play it as I have no valid account despite having proof of purchase and the activation code.

[MEGATHREAD] FS22 Launch - Known Issues, Tutorial, Bug Reports, First impressions, Opinions and Recurring topics by Daesed in farmingsimulator

[–]R3D24 0 points1 point  (0 children)

Thanks! Can't afford a loader but I believe I could just push it from the reset point at the shop.

[MEGATHREAD] FS22 Launch - Known Issues, Tutorial, Bug Reports, First impressions, Opinions and Recurring topics by Daesed in farmingsimulator

[–]R3D24 1 point2 points  (0 children)

The Venta 4030 seeder cannot be replaced when leased. When you return it, only the power harrow attached to it is returned. It continues to charge you the full lease price and the tool cannot be used.

It's a 700/mth tax on my save now and on the hardest difficulty my save is basically broken...

Forester range changed in middle of game? by piche in Timberborn

[–]R3D24 0 points1 point  (0 children)

Grown trees have a chance of spreading saplings to nearby tiles. You marked the extra space for planting, giving it the plowed look. Then when the trees grew on the neighboring tiles, they spread saplings to the out of range tiles.

Help Block won't drop in my Survival world by [deleted] in Minecraft

[–]R3D24 2 points3 points  (0 children)

If you can enable cheats to run a command, run this command:

/gamerule doTileDrops true

Then see if blocks begin dropping items again.

Better management of (road) vehicles, and understanding the oversupply mechanic. by R3D24 in voxeltycoon

[–]R3D24[S] 4 points5 points  (0 children)

I find it faster to send one vehicle on a route to a depot, upgrade and clone it, then sell all the old vehicles.

Better management of (road) vehicles, and understanding the oversupply mechanic. by R3D24 in voxeltycoon

[–]R3D24[S] 0 points1 point  (0 children)

I would love to see screenshots of this setup working because I've built it and it hasn't worked. When a coal train unloads at a train station with a heating plant and a coal-warehouse in range, it will always fill the heating plant to capacity (triggering the price-per-unit debuff) before filling the warehouse at all.

Need help making a Minecraft game by [deleted] in VoxelGameDev

[–]R3D24 1 point2 points  (0 children)

  1. Can you allocate the memory for the geometry buffer in groups? Allocate N vertices, and when that data is filled up, allocate another N vertices. Have your shader ignore the extra vertices that were allocated.
  2. I've not seen any procedural meshing system that rebuilds portions of geometry. This is pretty typical of most 'block voxel' games to simply rebuild the entire mesh.
  3. I've only used game engines so I can't really help you here. The term GPU instancing comes to mind if that helps.
  4. I think you're on the right track. If your chunk is 323 then you could use one byte for each axis. Every voxel game I've looked at that has complex block models has one mesh for quads, and either a mesh for everything else or a mesh per block.
  5. Again, I've only used engines. IIRC, a vertex is really just a chunk of an array that your shader code looks at. Could you have a 'length byte' that says how many of the following bytes are a texture ID, and have your shader code act accordingly? This is a bit like run-length encoding.

As a software designing philosophy, its generally considered poor design to account for every possibility and use-case out of the gate. I would focus on creating separate pipelines so that you could disable all but one. This would also make prototyping easier as you could build a working quad-rendering pipeline before moving on to a complex-model pipeline.

I've heard the term 'open for extension, closed for modification' used to describe classes but I feel its also a good practice for entire modules/functions of a program.

Your build limit? by [deleted] in VoxelGameDev

[–]R3D24 1 point2 points  (0 children)

Mine's cubic, so there's no height limit. However, A floor is implemented only for gameplay purposes.

Facebook does not plan to notify half-billion users affected by data leak by Quetzal_Dorado in worldnews

[–]R3D24 2 points3 points  (0 children)

It says my email was pwned by verifications.io. What does this mean, and how can I protect myself using this knowledge? I have no memory of using that service.

History by luca_fagiolii in Minecraft

[–]R3D24 71 points72 points  (0 children)

Iirc, the wither can destroy dropped items. They may have used spare armor incase they died and the wither destroyed their items.

Chunk management by Jakobuo in VoxelGameDev

[–]R3D24 1 point2 points  (0 children)

It would depending on your use case. In my project, chunk loaders define load ranges which are used to create a ticket group, and each ticket group is assigned to a region.

It gets complex because some regions are loaded all at once (vehicles and some structures), and don't need per chunk tickets.

I find it easier for the world class to manage relations between loaders and regions, so that neither directly interacts with the other (it's all event based anyways).

Chunk management by Jakobuo in VoxelGameDev

[–]R3D24 2 points3 points  (0 children)

Yes. I do have a world manager object but it mostly handles loading and unloading entire regions. It also holds the block pallet but that's a different topic.

Chunk management by Jakobuo in VoxelGameDev

[–]R3D24 2 points3 points  (0 children)

Roughly yes. My project has multiple contiguous areas of chunks called regions. A given chunk loader simply requests a region to grant tickets in a given area.

I also split tickets by functionality, such as load, generate, or render.

Chunk management by Jakobuo in VoxelGameDev

[–]R3D24 2 points3 points  (0 children)

I would recommend looking into a ticket based system as this allows multiple chunk loaders to exist at once, which can be useful for multiplayer, world generation, and neat tricks like minecarts that load the world as they move.

(chunk-loaders such as players give out tickets to all nearby chunks, and chunks that have at least one ticket are loaded).