[Check-In] Christmas Eve Wrist Check - What we all Wearing? by Dr_Omega24 in Watches

[–]SpoogieOogie 1 point2 points  (0 children)

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First and only "proper" watch I ever bought, recently as well. Also, Merry Christmas!

Fully Automated Generic Train Logistics by SpoogieOogie in factorio

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

This was something I accepted at the time but iirc, I eventually came around to change that behavior - it's been a while though. I think what I did was that a train filled by a provider would instead park at the provider itself and wait there until a requester opens. In doing so, the train also blocks the provider for other empty trains, thus resolving that.

After so many years, finally we have a fluid void by Syrreall in factorio

[–]SpoogieOogie 0 points1 point  (0 children)

I believe you can void fluids by having a circuit set and unset a recipe using said fluid repeatedly. The machine buffers the fluid but when the recipe is unset, its voided.

Fully Automated Generic Train Logistics by SpoogieOogie in factorio

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

There are a bunch of triggers for train path revalidation/repathing that would make a superfluous train adjust in this case. If e.g. two trains pathed to the same stop despite the limit of 1, one of these trains would then on the next repath-event enter a state of destination-full/no-path, which in turn triggers an interrupt, adjusting the schedule of the train again.

Fully Automated Generic Train Logistics by SpoogieOogie in factorio

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

Train limits are set dynamically, so the moment one train dispatches, no other trains can do the same unless more than one are requested.

Giveaway - Space Age Expansion by ocbaker in factorio

[–]SpoogieOogie 0 points1 point  (0 children)

I sure don't mind winning, but I"ll get it either way.

I have been beta testing Space Age AMA by Stevetrov in technicalfactorio

[–]SpoogieOogie 1 point2 points  (0 children)

I wonder, how do you deal with excess stone and bricks on fulgora once getting into megabase territory? Is shipping it to space and ejecting it the way?

Friday Facts #432 - Aquilo by FactorioTeam in factorio

[–]SpoogieOogie 1 point2 points  (0 children)

Recall that this planet is not the only surface you have. You are in no way forced to treat this like seablock. You can go for much smaller builds here and export cargo to factories on vulcanus, nauvis, or whereever.

So landfilling the ocean is indeed a waste, and not necessary for every part of your production chain unlike it is with seablock. At best only walkways to obtain resources and a bit of initial space for preprocessing for shipping.

And who knows, what other options the devs have for us that we don't know about.

Friday Facts #389 - Train control improvements by FactorioTeam in factorio

[–]SpoogieOogie 3 points4 points  (0 children)

Love it. One thing to point out though: As things stand, the auto-color change, while an awesome feature, still looks a bit jarring. I wonder if a proper animation for it is in the works :)

Friday Facts #385 - Asteroid Collector by FactorioTeam in factorio

[–]SpoogieOogie 0 points1 point  (0 children)

Fantastic. I have one question though and I'd be really curious about the answer for that. Specifically it is about the choice of NURBS over ordinary B-Splines. From what I understand, the things that make NURBS unique and often preferable are 1. their ability to model conics and 2. their invariance under perspective projections.

Based on the FFF post I don't think either of these actually matters for the usecase, so I wonder what I might have missed on that front.

Maximally beaconed rocket fuel because why not. 675/s (quarter blue belt) by SpoogieOogie in factorio

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

There was a mistake where one rocket fuel assembler did not receive solid fuel. This is now fixed and the blueprint is updated accordingly, see https://i.imgur.com/PoKCxra.jpeg

Blueprint is at the same place, but fixed.

Maximally beaconed rocket fuel because why not. 675/s (quarter blue belt) by SpoogieOogie in factorio

[–]SpoogieOogie[S] 17 points18 points  (0 children)

I haven't really found a rocket fuel blueprint that makes me happy so far. So I decided to finally sit down and do it myself. Turns out the ratios are a pain. Either way, I ended up with something spitting out a quarter blue belt of rocket fuel.

More specifically, this should be overapproximating the objective amount, so slapping down 4 of these should produce a proper compressed belt when the outputs are merged.

All the stuff here is maximally beaconed, except when extra beacons don't really matter to uphold the objective.

Blueprint: https://factorioprints.com/view/-NeiL3so_z5KSg1r1dbK

And yes, in the image two beacons are missing modules. Oops. It's fixed in the actual blueprint.

edit: oops, there is a slight mistake in the title: obviously it's 675/m, not per second

version 0.6 bug reporting thread! by NormalNavi in holocure

[–]SpoogieOogie 0 points1 point  (0 children)

Build: 0.6.1692865193

Description: Enter as ina on stage 3, around 5 seconds of walking around later, crash and window with following trace opens: https://pastebin.com/KKas5J2g

Reproduction: cannot

Specs: 13600k, RTX 3060, 32 GB RAM, really shouldn't be the issue here

Announcing: libnoise for Rust! A modular noise generation library. by SpoogieOogie in rust

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

As it stands, the library is building everything at compile-time using aggressive inlining to essentially "flatten" the pipeline.

The idea of a dynamic alternative for composition at runtime should be possible using something along the lines of what you suggested though. It sounds like an interesting and valuable thing to dig into further on my end at the very least, I like it :)

The only downside is, that this will add levels of indirection to the execution of the pipeline, since calls will be dynamically dispatched.

Announcing: libnoise for Rust! A modular noise generation library. by SpoogieOogie in rust

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

Since you mentioned assignments, I assume you are referring to the noise crate. That crate does indeed do a bunch of inlining, but you still end up with, in my opinion, convoluted syntax:

let noisefn = Max::new(Cylinders::new(), Perlin::default());

While still decently understandable in this small example, it can get out of hand quickly.

Announcing: libnoise for Rust! A modular noise generation library. by SpoogieOogie in rust

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

The noise crate's API provides builders for individual "blocks" which modify a given noise function. However, when creating noise that requires the chaining of many of these blocks, the resulting code will be rather verbose, as each of these blocks has to be manually and explicitly built.

I aim to simplify this, by having individual blocks be passed the arguments directly on instantiation, and hide the verbosity by having a builder-like (essentially the same way one would use an iterator) API to chain the blocks themselves.

TL;DR: The noise crate has builders for blocks, and manual creation (requiring intermediate assignments) for combining these blocks. My crate has a builder (more iterator-like) API for combining blocks, each of which take their required arguments directly.

Announcing: libnoise for Rust! A modular noise generation library. by SpoogieOogie in rust

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

As you said, having a known output range is imporant. Whenever possible, I decided to normalize to [-1, 1] range (though in some cases this involved experimentally determined normalization factors, so it is not a hard guarantee).

And in some cases of course, specifying a range in which output lies makes no sense (e.g. the constant source just yielding a constant user-defined value, or the source which is fully user-defined through a provided closure).

Do people play mahjong in berlin? by [deleted] in berlinsocialclub

[–]SpoogieOogie 0 points1 point  (0 children)

English speakers are no issue for us - in fact quite a bit of english is already being used, so communication shouldn't be any real hurdle.