bobucles

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About bobucles

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  1. Flaking/flash boiling mechanic doesn't care. It completely ignores conductivity. If the temperature is too high, the material will insta boil. There are clever ways to take advantage of it, but I don't know if it's ever described in any information screen in game.
  2. There's a really nice profiling method around the 30 minute mark. By slowing the entire system down, it becomes possible to investigate the performance of a single faster component. Neat!
  3. The Factorio devs cover a huge amount of insight into their game engine during their weekly friday write ups. The entire Factorio world is simulated at all points in time. Whether or not you can see an area of a working factory does not change a single thing. Every single inserter, assembler, belt and item is thoroughly tracked across every single unit of time (their sim ticks use UPS), and their final behavior is always the same. It is an absolute requirement for making sure their game engine is deterministic. Determinism comes up as a frequent topic in their write ups. Map areas that have not yet been explored and which have no pollution touching them do not exist. There is no need for them to exist because nothing happens. When a map unit gets generated, everyone in the game world has to do it and they all do it at the exact same time. That way they can all stay synced. It is nothing special that everything in a Factorio world is always being updated and is always fully functional under the hood. Anyone can do that. The special part (it has taken them over 5+ years to reach this point, mind you) is that the game engine can handle thousands and tens of thousands of these independent units all at once. But don't take my word for it, there's plenty of people willing to show off their gigantic factories as they push the game engine to its limits. It's one thing to not know how it works, it's another to blurt out completely arbitrary things and claim them as fact. Next time try an honest "I dunno".
  4. Dupes get into all sorts of trouble, they even get into code where they don't belong!
  5. Petroleum rockets will get you just about anywhere. Hydrogen rockets do matter more because of the new asteroids, and it is annoying to need an equal mass of H2 and O2. Water is only 10% hydrogen by mass, after all. There's nothing wrong with making space exploration a bit less of a drag. It's also a problem that can be solved by scale, sending 10+ rockets flying around at once.
  6. Really? What's the point of the critter trap then? It's pretty cool to incorporate morbs into a colony, even if they start out as a nuisance.
  7. Well I mean. It's only fair that players try to get the most possible utility out of the tools they're given. That's part of testing after all. If the resource output is too great the values can always be tweaked.
  8. A critter that rots iron into rust would be pretty harsh on the iron supply. It's a fun way to turn metal into oxygen at least. Doesn't rust transform into iron when it melts? A clever contraption can still give tons of tasty iron.
  9. except for the mealwood plant literally blocking it.
  10. Locked rooms have 0 priority for dupes. Setting sweeper areas to extremely low priority also helps. However if a dupe is bored, they will eventually steal jobs from a sweeper area.
  11. Regolith has a supremely low specific heat (0.2), so even super hot regolith has very little energy to add into the water. That kind of value can be tweaked until it feels good. Sand is 0.83, for example.
  12. A fair point. At the same time, three four five different thermal calculation systems currently exist in ONI. - Thermal units which operate on material qualities and quantities. (machine heat, metal refinery, world materials) - Flat temperature delta based on input (worts) - Static temperature outputs (Fertilizer maker, other machines) - Temperature outputs based on machine temperature (gas generator, others) - Static temperature output, unless the inputs are hot then it uses the hotter temperature too (water sieve, electrolyzer???) How many thermal systems do we really need?
  13. 300C input makes 270C output? That also doesn't make sense because the sand has a very low specific heat next to the water. Regolith has a specific heat of 0.2 and the water is 4.2. 1kg of sand modifies 5kg of water, pushing the ratios even further. If the heat from 1kg of 300C regolith was added to 5kg of 0C water in a 100% one sided fashion, according to the kDTU system the water will only go up by a few degrees.