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Joined 1 year ago
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Cake day: June 10th, 2023

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  • These are more like last 2 week but anyways:

    • Finished Agent A after a year of hiatus.
    • Got hdr to work in Dark Souls 2 with the graphics overhaul mod and finished getting the 4 big Souls.
    • Got tired of the difficulty of Dark Souls 2 and decided to start a new random shooter from my library… Devil Daggers
    • Had a management sim itch and gave another shot at FTL, never got to win. Half the time I lost in a single encounter to things like never landing a shot on the enemy ship due to shields + misses or 7 people teleporting to my ship and wrecking havok. Other times I got too greedy.
    • Tried to figure out which way to go next in Dark Solus 2 by checking the wiki but kept getting sidetracked by things I might’ve missed.
    • Also tried to quench the management itch with shapez, but didn’t like it much. Just made me crave the factorio dlc more. Amazing music though











  • I liked the previous system more than this. I think they could easily have the best of both worlds by making each pipe its own segment that pulls fluid from segments that have less fluid in them proportional to how much fluid that segment has. That way there’s both a propagation lag (and closer buildings getting more throughput than farther ones) like the current system and high throughout if the entire pipe is filled like the new system. This even opens up the possibility of higher quality pipes forming larger segments to increase throughout when the pipe isn’t fully filled.

    This would cause sloshing, but that can be fixed by each segment checking if the segment they’re pulling from pulled from them last tick and if so temporarily combining into a single segment for the next tick.

    The evaluation order feels tricky for this to work and the fill amounts of the segments would need to be updated right after evaluation instead of at the end of the tick for full throughput, but I think that can be figured out