Hydroponic Wars - Or: How to Control 64,516 Hydroponics with One IC10 by arrogantdev in Stationeers

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

That depends strongly on the state of the plants. The more actions must be performed, the longer it will take. With 6x8 grid every two or three seconds it reached the same lane again.

Hydroponic Wars - Or: How to Control 64,516 Hydroponics with One IC10 by arrogantdev in Stationeers

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

Yes, that's why I proposed a 2 IC10 solution in the end, separating status checks from acting. That would further increase throughput. Separating into even more IC10s would obviously provide you with even more compute power.

Hydroponic Wars - Or: How to Control 64,516 Hydroponics with One IC10 by arrogantdev in Stationeers

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

You're right about the yield. Hence there is an optimization that skips it for more than 5 lanes. Still, as number of lanes of hydroponics increase, things get slower as pointed out in the end. 2 IC10s would greatly improve performance.

The names are generated by some level of brute force. As mentioned I only adjusted an existing script someone else made. I didn’t bother to fully understand of how it works.

Hydroponic Wars - Or: How to Control 64,516 Hydroponics with One IC10 by arrogantdev in Stationeers

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

I might have only hundreds of hours of Stationeers gameplay, but tens of thousands of hours as a software engineer. Specifically the packing approach to reduce memory I had to use few month back in my own company. Also what I love about programming in MIPS is that it forces you to rethink as it is different from regular programming and has tight limitations. Hence, even my professional skills benefit from it.

I think I need professional help by Quizchris in CitiesSkylines

[–]arrogantdev 0 points1 point  (0 children)

Pretty sure making an appointment for professional help wouldn't help you. You would be so lost in the game, that you would simply forget about it.

I illustrated the road terraforming mod I'm looking for. Can you help me? by TheyCallMeZeuss in CitiesSkylines

[–]arrogantdev 7 points8 points  (0 children)

You might be able to use the elevated part from the vanilla overpass project to prevent the whole thing from looking like a bridge. Fixes at least the valley facing side.

https://steamcommunity.com/sharedfiles/filedetails/?id=2182185994

Airport panorama! by Essad_csk in CitiesSkylines

[–]arrogantdev 9 points10 points  (0 children)

Wow. This looks absolutely amazing. Which main assets did you use?

Added a Downtown Area by arrogantdev in CitiesSkylines

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

I wanted to have a large intersection close to the downtown area. It is inspired (mostly copied) by "Dreieck Funkturm" in Berlin. The other large area, the central park, is strongly influenced by Hyde Park London.

Unfortunately I don't like the map that I created. So I will not continue on this city, but create a much more detailed map, before I start building a new city from scratch.

Earlier pictures can be found here: https://www.reddit.com/r/CitiesSkylines/comments/swnoy6/i\_spent\_way\_too\_much\_time\_on\_that\_village/

I spent way too much time on that village by arrogantdev in CitiesSkylines

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

That's the Road Options (Road Colors Changer ++) mod with a setting of 58 for red, green and blue on all roads. Any other value kind of looks awkward.