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GotLag posted:Honk for 0.18 now has a new hotkey to play an alternate honk (Shift+H), and you can choose in the mod settings to make the regular Honk! key (H) either choose a sound based on movement or play a specific honk.
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# ? Feb 3, 2020 17:03 |
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# ? Apr 28, 2024 01:36 |
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The mod scene for this game is kinda badly sorted, is there not a good library of mod packs that has everything pre-compatible? Trudging through the mod site for individual mods is a goddamn chore.
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# ? Feb 4, 2020 14:18 |
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Many mods are compatible with each other. The big overhaul mods are the ones that may have issues with each other, but even they often work together just fine. What are you looking for? Major changes in game play or minor tweaks?
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# ? Feb 4, 2020 15:02 |
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Demiurge4 posted:The mod scene for this game is kinda badly sorted, is there not a good library of mod packs that has everything pre-compatible? Trudging through the mod site for individual mods is a goddamn chore. I like the in game mod browser and I can't think of a game that has a better one. It sorts out dependencies and makes updates easy. The best part is that it's not filled with nude anime mods like the nexus
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# ? Feb 5, 2020 03:11 |
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I'm not a huge fan of the major overhaul mods, so here's what I'm playing with: UI / Visual Only Bottleneck - Puts an indicator on assemblers and other buildings when they're not able to produce optimally for some reason (missing input / output blocked) Disco Science YARM - Resource Monitor - Hit alt-y and select a piece of resource field. Displays lifetime remaining and some other info for the orefield. Quality of Life Auto Deconstruct - flags tapped-out mines for drones to pick up PersonalTeleporter - uranium-era tech, put down teleporter pads around your sprawling base. Reverse Factory - multiple levels of buildings that lets you get resources back for e.g. obsolete boilers Squeak Through Tree Collision - reduces (not eliminates) collision box for trees VehicleSnap - move in 8 or 16 cardinal directions (i.e., on roadways) Asphalt Roads - (still not .18 compatible) - aesthetically pleasing roadways. Adds tar material, works with Wood Gasification Minor Features Big Brother - improves range and scan speed of radars Big Pole Reach - lets you place large power poles at 32 units apart (one chunk) Lighted Electric Poles+ - combines lights with poles Water Well - pumpjack-sized water wells, anywhere Wood Gasification - not yet 0.18 compatible - convert trees into petroleum, tar Major Features Cargo Ships - build ports and extend your factory overseas without making landbridges Electric Furnaces - simplifies e.g. steelmaking Factorissimo2 - multisized (and nestable) factory containers Miniloader - haven't used it yet but apparently is good for UPS Rampant - adds challenging biters Rampant Arsenal - bigger guns. better guns. A laser that fires for hundreds of megawatts, I find out. Fed those 50 beasties into the reverse factory after that test Side Inserters - allows new blueprint configurations Robot Mining Site - (still not .18 compatible) - Mining drones and drone depots for unloading Note: - my above categorization is in hindsight arbitrary and inconsistent Duodecimal fucked around with this message at 03:19 on Feb 5, 2020 |
# ? Feb 5, 2020 03:15 |
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No mention of Honk? For shame.
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# ? Feb 6, 2020 10:13 |
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Honk needs it's own mod category, like Primus is it's own category ID3 or Itunes category: Honk Honk - Honk!
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# ? Feb 6, 2020 12:41 |
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I'm still thinking about making a Christmas mod where instead of researching at labs you deliver presents to little houses
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# ? Feb 6, 2020 17:28 |
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Canuckistan posted:Honk needs it's own mod category, like Primus is it's own category ID3 or Itunes category: I never knew this and it's amazing. http://id3.org/id3v2-00
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# ? Feb 6, 2020 19:17 |
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Canuckistan posted:Honk needs it's own mod category, like Primus is it's own category ID3 or Itunes category: I've installed it now. The kind of game I'm playing now (or would be once I can load my save without the mining depots and bots vanishing) is an islands type game. Managed to clear my starting island of biters and am now safe, but have to expand to the surrounding continents if I'm going to expand past 60 sci/min (baseline, I just reached repeating science so it's some multiple of that now). This is my last 0.17 factory: I'm going to keep playing it because I hadn't gotten around to building my seaports yet, which is what I was looking forward to. I'm eyeing the coastline to my west. Two large copper and a large iron field over there. Took my boat ride around to circumnavigate my home continent, plopping down independent radar stations. I am curious about any simple, modless train stations people like using. My loading / unloading stations look like this (with dying iron ore loader): That's a 16x16 belt balancer on the unloading station (some chests have run out here), simple enough to be hand-crafted without a blueprint (which this one was)
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# ? Feb 7, 2020 03:07 |
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That's an elegant way to unload a train - but wouldn't be slightly slower to unload than just lining both sides with all 6 unloaders; or is there something I might be missing? Anyone good with circuit logic? I'm trying for the life of me of using a single wire to transmit multiple signals of the same type. I thought I had something by making the inputs the binary sum of flags. So say in the above image, the input 5 would output 32 (2^5), and input 2 would output 4 (2^4), the wire would then transmit 36. I thought shifting the bits back the same I shifted them forward would give me their individual values back, but that only works for the largest input. Is there a way to do this, or am I overcomplicating this?
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# ? Feb 7, 2020 07:39 |
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It looks like your wire is transmitting 36, exactly the way you want it to? Thus, the problem must be in how you're pulling it back apart (which you didn't show us). But, I think I know what's going on. You're trying to read these flags by shifting right the same number you've shifted left, yes? And it's not working right when a flag with a bigger number is also set? That's because when you shift right, you don't just have a 1 or a 0, you also have whatever higher bits were set by other flags. You'll need to clear those out somehow. The easiest way is to accomplish that is to, after you do your right shift, do a bitwise AND (the & symbol) with 1.
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# ? Feb 7, 2020 07:47 |
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Jabor posted:It looks like your wire is transmitting 36, exactly the way you want it to? Thus, the problem must be in how you're pulling it back apart (which you didn't show us). Probably would have helped if I showed the whole thing eh. But weird, yeah, doing the bitwise AND did the trick. I wonder why? I figured that the binary representation for the sum would not have weird combos. Like 32 would be 10000, and 4 would be 10, so the sum would be 10010. So if you shifted it 2, you'd get 1, and if you shifted it 5 you'd get 1.
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# ? Feb 7, 2020 08:01 |
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nullEntityRNG posted:I figured that the binary representation for the sum would not have weird combos. Like 32 would be 10000, and 4 would be 10, so the sum would be 10010. So if you shifted it 2, you'd get 1, and if you shifted it 5 you'd get 1. If you shift 10010 once, you get 01001. The "& 1" operation isolates just the lowest bit.
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# ? Feb 7, 2020 08:10 |
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nullEntityRNG posted:That's an elegant way to unload a train - but wouldn't be slightly slower to unload than just lining both sides with all 6 unloaders; or is there something I might be missing? Inserting into chests is much faster than dropping on to a belt, as the inserter can release its load instantly instead of releasing them one by one as the belt moves along. Inserting on to a splitter from the side is faster than a belt (as it's effectively dropping on to two belts at once) but it's still slower than a chest. Note that even though the splitters are each only filling a single belt lane, they are still faster than dropping on to a belt as the belts in the splitter act as a small buffer and continue to release the items while the inserter is rotating back to pick up more.
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# ? Feb 7, 2020 08:18 |
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You should be able to get five inserters per car and still get four of them placing on to splitters, if you're willing to use the space between cars.
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# ? Feb 7, 2020 08:31 |
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The station in the picture yields four almost-compressed blue belts per wagon, and that's enough for me.
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# ? Feb 7, 2020 08:46 |
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greatZebu posted:If you shift 10010 once, you get 01001. The "& 1" operation isolates just the lowest bit. I've spent like 1000 hours in this game and I still get surprised in unique ways to unload a train. Thanks!
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# ? Feb 7, 2020 08:52 |
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So after launching rockets and sciencing, I usually lose interest because that's like the 'win condition' and by then I've researched everything and feel pretty good about myself. What mods would help build out the endgame, give me more to do, build out substantially more research options, present new challenges after getting my rockets launching?
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# ? Feb 7, 2020 15:23 |
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Space Exploration turns rocket launches into the end of the mid game its great
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# ? Feb 7, 2020 15:43 |
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I'm leery of installing add-ons by that guy earendil because he keeps insisting on adding rules unrelated to the core add-on. For example, I think space exploration disallows placing buildings within a radius of biter nests because he thinks forward turret placement \ creep is cheating.
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# ? Feb 7, 2020 16:02 |
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This isn't the best factory ever by any means but it launches rockets and after my runs for the last couple of patches just kinda petered out once I got to modules I'm happy to finally have gotten to end game again. main base: (click for giant 8000x4000 version, thanks /c game.take_screenshot) map: Most of the messy parts of the base are intentionally messy; I made a clean and logical base once and hated it so now I try my best to do all manufacturing at least slightly ad-hoc and just cram in new things where they fit and the right resources are nearby. Some of the messy parts are not intentionally messy, like the terrible awful copper belting that's really limiting my output. I also don't use blueprints from other people or even my old factories because, well, designing assembler setups is the fun part of the game to me. Some of the designs I made this time turned out pretty good, like the red chip layout. Others not so much, like doing all the rocket parts on artificial islands which in practice was more annoying than cool. I am particularly happy with how my enrichment setup turned out: First time I set up enrichment since priority splitters were added and they let me do it in a way that's nice and compact, and looks pretty neat in motion. The circuit logic is relatively simple. The enrichment loop has buffer chests at its input (left) and output (right). The output buffer is set to hold a max of 600 U235 and U238. If it has >500 of both types then the ore processing is turned off. As a failsafe I also turn off the enrichment centrifuges if the input buffer ever has more U235 than U238, but I don't think that'll ever happen.
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# ? Feb 7, 2020 17:34 |
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# ? Feb 7, 2020 18:31 |
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# ? Feb 7, 2020 18:42 |
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Duodecimal posted:I'm leery of installing add-ons by that guy earendil because he keeps insisting on adding rules unrelated to the core add-on. For example, I think space exploration disallows placing buildings within a radius of biter nests because he thinks forward turret placement \ creep is cheating. That part's actually AAI Prograable Vehicles. Space Exploration is mandatory robot attrition, no infinite resources, and it overrides Nauvis' resource richness.
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# ? Feb 7, 2020 20:51 |
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Yeah. Christ, what an rear end in a top hat. I thought his add-ons were really interesting, but so much modder baggage.
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# ? Feb 7, 2020 20:53 |
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Someone submit a similar mod that adds Oblivion gates.
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# ? Feb 7, 2020 21:34 |
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Tesla was right posted:Space Exploration is mandatory robot attrition, no infinite resources, and it overrides Nauvis' resource richness. Once I understood what space exploration was going for I kinda agree with these changes. They’re not (just) random, they’re something that applies to every single planet that spx generates including nauvis. Nauvis has limited space and resources as a forcing function to get you engaged and off planet, and robot attrition like solar panel efficiency in the context of spx is a set of trade offs built on planet location. It’s also configurable in mod settings.
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# ? Feb 7, 2020 21:40 |
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It doesn't matter if it makes sense for a "normal" setting. It's there, and even if it can be configured, it cannot be switched off. And looking at the code there is no mathematical reason to not allow arbitrary values, including 0, or even toggles. It's a difficulty setting and he insists on forcing it on you. And he's been an rear end to people who tried to make possible to disable it.
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# ? Feb 8, 2020 00:15 |
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Well for the robot attrition cant you just remove it from the dependencies in the .cfg?
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# ? Feb 8, 2020 02:04 |
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In news which likely nobody will give a poo poo about, I'm completely rewritten Name Lists and Japanese Station Names, with corresponding updates to Renamer and Nuclear Locomotives. Name Lists does not include any custom name lists itself, rather it acts as a single point for other mods to register their own custom lists of names to replace the randomly-selected backer names from the base game. It exposes an interface that other mods (such as Renamer) can use to request a new name for an entity that supports backer names. Renamer does not require Name Lists, but if Name Lists is present and there is a valid list of names for the entity being renamed, it will add a button to generate a new name. Japanese Station Names is an example of a mod that adds a list of names as well as options to include which entity types to apply them to. Nuclear Locomotives includes an optional list of pun names to apply specifically to nuclear locomotives. GotLag fucked around with this message at 06:16 on Feb 8, 2020 |
# ? Feb 8, 2020 03:59 |
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You’re a treasure and an artisan, GotLag.
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# ? Feb 8, 2020 04:45 |
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I'm unhappy with the name of my fluid recipe flipping mod, Mirror Mirror on the Oil. That was a dumb placeholder name and it's just not growing on me at all. But what the gently caress else could I call it? Mirror Universe? Flipper? Untitled Fluid Mod?
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# ? Feb 8, 2020 09:59 |
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I thought there might be a joke around the phrase gender fluid, but it's probably impossible to avoid being offensive riffing off that term. Maybe Aussie Oil Refining because it's antipodean?
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# ? Feb 8, 2020 11:19 |
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sǝdıɔǝᴚ pınʃℲ
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# ? Feb 8, 2020 11:25 |
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Should I just called it Chirality? Stereochemistry?
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# ? Feb 8, 2020 11:32 |
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GotLag posted:Should I just called it Chirality? Mirrored Fluid Inputs Mirrored Fluid Ports Flexible Fluid Ports AmbiFluids? I don't know -- nothing will ever be as good as 'Honk'
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# ? Feb 8, 2020 12:38 |
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diulF liO Or going along with Honk Glug Slurp Bloop
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# ? Feb 8, 2020 13:11 |
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Wrangletube Unction Junction A Mod For Mirroring Refinery Outputs An Evil Refinery From a Mirror Universe (With a Goatee)
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# ? Feb 8, 2020 13:12 |
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# ? Apr 28, 2024 01:36 |
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Jvie posted:An Evil Refinery From a Mirror Universe (With a Goatee) This also neatly answers my question of "what the gently caress do I use for a thumbnail"
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# ? Feb 8, 2020 13:15 |