#uint32 rocket
1 messages · Page 1 of 1 (latest)
i'll take that in pride
clickbait title, getting 1 less than what we pay for 
literally unusable 😔
i did forget to include a feature though, an infinite 1+% prod boost tech for rocket parts... thats unlocked after you launch one rocket 
I'm just imagining what this would be like if rocket_parts_required was a uint64 instead
essenitally impossible, my guess
blasphemy
like, i cant even imagine how much you'd need for a uint32 rocket
-# 43 billion of LDS, BC, and rocket fuel.. which is, a lot
however, the real question i have is why its even uint32
like im not complaining or campaigning for it to change, at all, but im curious why
That just sounds like normal material requirements in GT:NH
why wouldnt it be
theres no advantage to making it smaller
but there's no benefit to making it smaller
but why designate a large number in the first place
again, not complaining in anyway, but it just seems out of place compared to the smaller uint's that are usually used
Cache lines matter more than just "make it smaller"
So it's definitely a number they can squeeze if they need to hit a cache line, but making it smaller if they don't need to is pointless
-# I am talking out my ass here, regurgitating something I vaguely remember
hrm, that makes sense
when is 2^33 coming out
when wube makes it an uint64
never
then i look forward to asking when is 2^65 coming out
(I'm so sorry I'm like this)
you could do it in control stage, probably
Oh god I see it
A lookup by entity id to number of 'completed' rockets
And just resetting the silo once one it's completed via the warning lights (script) trigger
All the way until the number tracked is at uint32
considering the fact that my current build would take 60 years to make a single rocket, i think a uint32 rocket is all good
it should be faster than that
if you're making ~800 parts per second
Q6 beacons of three different types, filled with Q6 T4 speed modules, with a Q6 rocket silo - 133k rocket parts/min
or about 2.2 parts per second
min
at 133k/min i get 22 days
i think you're off by several orders of magnitude somewhere
133k rocket parts per minute is ~2.2k per second
(2^32) / 2200 = ~2 million seconds
yeah 2 billion seconds is 63 years
but that's 3 orders of magnitude higher than the actual value
whoops! off by a slight amount, but its essentially a rounding error
still, 22 days with the set-up i had is insane
i did try to make it use loaders instead of inserters, but i couldnt be assed to retrofit them
but that should mean higher throughput, and more* space for beacons
I've found that when doing stuff like this, loaders get really buggy
Did someone mentioned the usage of
comes in handy
Ngl even at maximum speed still takes time to make
with level 1000 rocket part productivity, i was able to get the timer down to 9 days worth of 24/7 production
that almost sounds feasable
with max speed and max prod, it would take less than one and a half days
whats the max speed value?
+32767%
huh, neat
and I'm actually not entirely sure about max prod, productivity research seems to be able to go higher than prod modules
I guess they're separate values or something
prod mods can hit +100% in a rocket silo
oh huh
I showed this to my friends
one thing led to another and now we're doing this (with some tweaks to make it not take 28 fucking years)