TaZ

joined 2 years ago
[–] TaZ 11 points 2 weeks ago

This looks great! I'm also working on a sailing game in Godot. I'm not trying to one-up you, but you may appreciate my input since I went through the same.

The code looks really minimal which is a great benefit! Mine started out like that but became more complex and full of abstractions here and there to support more features and realism as time went on. In doing so, I think the simple code is really a strength you should try to preserve.

One abstraction that I do think would make sense to add is the concept of an aerofoil as a separate node. You can model a sail as an aerofoil that can exert a force on the ship based on its own position. The positional part is important, since the mainsail can rotate around the mast, meaning that the position where the force is exerted is different all the time. Modeling it as a separate node would enable you to add multiple sails without effort as far as physics are concerned.

You can take it a step further and model the rudder as a hydrofoil. Since they work the same as aerofoils with the exception of a different density constant (water vs air), they are both actually just instances of some foil class. In my game all sails, rudders and most keels are just foil objects. They check their own vertical position and use the density of water or air based on whether they are above or below the water. It saves a lot of duplicate code in the end and allows for easy modeling of your ship object.

Side note: using RigidBody3D::apply_force() with a second argument (position) makes it easy to add the force exactly where it is supposed to be exerted. You don't need to compute the torque yourself as the physics engine will do that.

A note on keels: during my experimentation with sailboat design (in the game), I learned that the keel/centerboard is actually really important not just for "going straight" but also "going fast". The reason for this may be quite surprising: a keel does more that just prevent lateral movement. Since it's a hydrofoil, it interacts with the water and creates its own lift and drag. The lift component of the keel is just as important as that of the sails for building up speed. If you make the centerboard retractable you will be able to see this difference for yourself in your simulation. So I definitely recommend adding a keel to your game and checking out the results.

All in all I'd like to say thanks for sharing! I will be following your project.

[–] TaZ 3 points 3 months ago* (last edited 3 months ago)

That's similar to my start. What I noticed is that they will attack the farming tower and then leave again. So you can always wait for the pollution to die down again and resume operations afterwards. As long as you build your "base proper" away from the towers.

Note: don't aggro them while they do this because they will follow you to your base!

To avoid "time played" from increasing evolution too much, I designed parts of my base in creative mode and then blueprinted them into the normal game.

Things will get easier far into your playthrough on Gleba once you get coal to make landmines. Until then... Good luck!

Edit: I realized I didn't answer your question... I think you should consider your body lost for now, it will be too hard to get it back. If you still want to try that: I also had success with the follower robots, but they take quite a lot of resources to produce. They do deal good burst damage without needing coal.

[–] TaZ 5 points 3 months ago (1 children)

You can use a tank as well, as long as you have radar coverage! I learned that the hard way... Keep it near the delivery building where the stuff from space drops, it has free radar coverage even without power.

If you keep it stocked with construction bots, radars and solar panels, it should be an okay backup too.

[–] TaZ 10 points 3 months ago* (last edited 3 months ago) (3 children)

I made the mistake of leaving Nauvis too early, and my coal train got into a deadlock, killing the power. By that time I was on Gleba already, trying to figure it out from scratch.

Emotionally? It was damn scary! Gleba enemies kept evolving and I didn't have the resources to fend off their attacks. I rebuilt the harvesting towers countless times, letting the spores (pollution) die down each time...

But... Being able to overcome that was amazing! I managed to build a rocket, go back to Nauvis, fight off all biters that took possession of my real estate, and start sending coal shipments to Gleba for landmines. That really tipped the scales.

Right now I'm a few steps further. I built more space platforms to send emergency supplies where they are needed, and each planet has a Spidertron able to fix any emergencies that might pop up. Especially that last part is very comfortable.

So to relieve your anxiety, consider doing Gleba first so you can unlock Spidertron as a backup.

[–] TaZ 5 points 4 months ago

112111, although it used to be 111111 until the trailer. I started saying Glebbah because it sounded so weird, and now it stuck with me.

[–] TaZ 2 points 4 months ago

Use the fish signal, together with a circuit network cpu, to encode and transmit a digital stream of item ids that need to be sent down to the surface... I would go with the inserter over the edge method!

[–] TaZ 1 points 4 months ago

Thanks for the heads up! I wonder why they did that. It would be nice to be able to restart the base (restore power) from the space platform, but I don't really see how to do that.

[–] TaZ 7 points 4 months ago (4 children)

I think you can horizontally flip the engines to let the fluid pass through, allowing you to place them next to each other.

Not sure though, my platform had only 1 engine. It didn't last very long though, yours is definitely better!

[–] TaZ 2 points 4 months ago

Interesting idea, make the machine start the craft to put the egg into stasis, then disable the power to stop the crafting progress. This sounds like it could prevent spoilage an indefinite amount of time. But experimentation is required to know for sure.

I can't play for a while to test this out, perhaps @[email protected] has the opportunity to test this out.

[–] TaZ 6 points 4 months ago

It's brilliant how the devs force us to be the baddies!

[–] TaZ 3 points 4 months ago

If I understand correctly, the machine shouldn't be idle, it should be crafting! Then, when the craft is almost done, cancel it and loop around for the next iteration. I hope that's possible by changing the recipe. I can't play right now so I'm just guessing here.

[–] TaZ 4 points 4 months ago (2 children)

Brilliant! We can now control the recipe using circuit logic, so this should be able to seriously increase the hatching time! Eventually it will still hatch, but we can transport the egg to the wild when that happens.

26
submitted 4 months ago by TaZ to c/factorio
 

I want to automate pentapod eggs without having to kill any surplus when they expire. Just to avoid being the bad guys as much as possible... How do you do that?

I thought about shipping any surplus eggs to a far away place and letting them hatch there, but I'm worried it will become too crowded.

Another idea is to throttle the production, but it can't go any lower than one egg per 15 minutes.

How do you do it? Any other ideas?

view more: next ›