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Messages - Enigma

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Programming with Blackvoxel / Re: Odd behavior
« on: May 15, 2019, 07:22:15 pm »
Hello Animar,

I see what is the problem. The functions you mentioned are executed... but in your case,  they are doing nothing. That's because in some cases, your program is running out of "action ticket".

To make the things simple, you have the right to do only one Move() per Voxel_Step() call. Then, your Voxel_Step() function must terminate before you have the right to do another Move(). That's for limiting the power of the programmable robot to avoid being faster than extraction robots. If you call the Move() function another time, it will do nothing but return "false" to say the move action was refused. In the documentation, the functions consuming the "action ticket" are documented with the sentence like "You can move the robot only once per cycle (per Voxel_Step() call)"

To understand more deeply, an important precision : The Squirell Robot is not running a continuously running program, but a function called cyclically. The function Voxel_Step() is called each time the voxels of the world are moving (Approx 5 time by seconds). It's working synchronously with the Molecular Voxel Interaction Engine. So it's synchronous with other machines. If you want to use a program behaving a more continuous way, see the trick below.

So, there is what you can do :

  • Rethink your program using some "state machine" like the example here : so you'll make only one action per voxel_step.
  • Always call any PickVoxel() before moving the robot.
  • Use the newest "Remote Programmable Robot" along with the Scratch programming language. It have a much simpler behavior and use a continuously running program ( But Squirrel robot remains more powerful and faster.
  • If you want to use some loops with Move() and make it like it's running continuously, you can use a trick : the squirrel generators with the yield() function after each Move() . The yield() will return execution to the Voxel_Step and resume at the same point on the next call. Here is an example.
Code: [Select]
// Continous program called by a function.

// The generator


// My continuously running program

function MyStuff()
  local x,y;
  for (y=0;y<8;y++)
    for (x=0;x<8;x++)
      if (y & 1) Move(1);
      else       Move(3);
    Move(2); yield(true);

// Calling the continuous program using a generator.

function Voxel_Step()
  // Creating the generator.
  if (Rep==0) Rep = MyStuff();
  // Calling the generator... or resuming where it was stopped.
  if (Rep==1) return(0);
  if (!resume Rep) {Rep=1;}

In the hope we have answered your questions, we wish you a good play.

The Blackvoxel Team

Troubleshooting & Bug Reports / Re: Sequencer Bug ?
« on: May 15, 2019, 07:14:25 pm »
Hi Animar,

This is an intended behavior :)
The idea behind this is that the player should learn to "know what it does".
Like with the real world machines, some mistakes should have costs.  :P
But... not too much.
The problem with Atomic Compressors, they may contains a lot of things and/or very valuable things.
As we played, we found that mistakes with Atomic Compressors was too much punitive. It was very frustrating and ruined gaming experience.
That's why we made an exception to the default policy and protected the Atomic Compressor (and also XR robots in the unloading phase) from direct user mistake.

The Blackvoxel Team

Suggestions / Re: My Long Waiting Wish
« on: May 12, 2019, 02:31:28 pm »
Hi Animar,

Thanks for exposing your problem and thoughts. We understand better why you want a better tool.

A faster tool dedicated to machines and automations sounds like a good idea. We will think about it.

About something to make vertical travel easier, be sure we have a lot of ideas. A lot of things were already discussed in the forums like lifts, cars, trains, space ships, etc...

But we have some good news for you, lifts are already possible with the current game. The programmable robot can do it. You can also do multiblock animation and some vehicles with it.

I have posted some example scripts here : One simple proof of concept. And one complete lift with a command panel.

About collecting ores, don't forget that there is some world area with much more ores than in the blue flat central zone. The best is the Flat White

The ground scanner will be useful for exploration. Update 2.41 was released with the fix for it.

Thanks for loving our game. Support from users is very important for us.

Have a good play :)

The Blackvoxel Team

Suggestions / Re: My Long Waiting Wish
« on: May 02, 2019, 09:23:04 am »
Hi Animar,

Thanks for loving our game and for your support. :)

  • About Constructor/Destructor 4 and 5, we planed initialy to enable them at some point after some reflexion for game balancing.

    But the plan have changed inbetween. We finally decided to not enable these as the gameplay evolved to more automation. We'll have to make this game balancing choice.

    Blackvoxel is a game about automation machines, not human hand/tool working. So our thought is that hand tools should'nt be too powerfull. Also, 4&5 wasn't even fun to use.

    What the player is supposed to get as an upgrade to the Constructor/Destructor number 3 are now the Extraction Robots. That's far more powerfull than Constructor/Destructors. There is also a bunch of programmable robots.

    Anyway, thanks for signaling the inconsistency of this old screenshot. We'll need to fix it.
  • Stairs ? The interest of Blackvoxel is to make original choices. The lack of stairs pushed players to find interesting solutions like using airplanes to travel underground or water systems. On the technical side, the Blackvoxel engine would'nt like to render stairs (it is particular. It was made for full voxel paradigm and fast animation).
  • For the ground scanner, this is a mistake :o. Sorry for this. And there is not yet recipe for it in the game, so the page would'nt have been made public. It will be fixed in our next bugfix release (We'll make it available).

About future content and update, our policy is to not make any promises. We have a lot of ideas and wishes. But like in any project, sales will decide if (and when) we'll can be able to develop new content.

As you made the choice to buy the game for contributing, i'm embarassed to can't tell you more. But I feel you are already understanding that. But if it's not the case and if you want to go back on your purchase decision, contact us by email.

I wish you a good play ;)

The Blackvoxel Team

Announcements / Re: Blackvoxel is now on GitHub !
« on: March 04, 2019, 05:43:39 pm »
Thanks for the release of the source code. Can I use some of the code snippets in my project?

Hello RobertThomas and welcome to the Blackvoxel Forum ;)

The answer is fixed by the GPL V3+ Free Software Licence.

To make it simple, it depends if your project is Free Software.

If you want to re-use some Blackvoxel code for a proprietary software, the answer is No. It's not permitted at all. It would be a licence infringement.

If you want to re-use Blackvoxel code in a free software with Free Software Licence, the answer is Yes. In this case, you'll have to fully comply with GPL V3+ licence (your licence must be compatible), and make citation of the source of the Blackvoxel project and it's copyright owners (authors and contributors).

Simple conclusion : Free Software projects are welcome, others are not.

In the hope we have answered to your questions.

The Blackvoxel Team

General Discussion / Re: Anyone went below the green acid?
« on: March 01, 2019, 08:30:30 am »
Hi Yves,

Yes there is a way to get through the acid layer without bypassing it ;)

As you already guessed, the Falling Rock is the way to get safely on the surface of the acid layer.

There is very few blocks which are immune to green acid. But Falling Rock is one of them. That's not by coincidence.

Now, you have to find a way to make some voxels to get bellow the surface.

We'll give you one hint : when you put a  "non immune" block on the side of a block which is on the acid layer, it will react with acid and this will make a temporary hole in the acid layer.

The Blackvoxel Team

Suggestions / Re: Extended voxel interface
« on: March 01, 2019, 08:28:13 am »
Hello Yves,

Thanks for your suggestion.
Yes, the transfer speed is rather slow.
At origin, we didn't made the programmable robot very efficient at mining in order to keep interest to the other mining robots. That said, the item transfer speed could be made better without harming this goal. This limitation isn't very interesting to keep and could harm some good use of the programmable robot in factories. We'll think about this and it's very likely we'll retain this wish and make some improvement.

The Blackvoxel Team

Gallery / Re: Learning with Blackvoxel
« on: March 01, 2019, 08:26:21 am »
Hello Yves and welcome to the Blackvoxel Forum ;)

Thanks for your interesting thoughs about using Blackvoxel with Kanban.

Yes, Blackvoxel is a game about organisation. That's a good idea to experiment with professionnal organisation methods. Using such a simulation for testing and comparing approachs.

There is always some useful lessons to learn with video game which can be used in real life. And you are showing a good way on this kind of analysis.

It's well made, we'll take time to read it tourroughly.

Have a good fun with Blackvoxel...

The Blackvoxel Team

Hi, MUY_Belgium and Welcome to the Blackvoxel Forum  :)

Thanks for your return and comments.

Yes, it appears the manual should be improved about how to start with the programming robot. The Squirrel Robot should have an ingame status display like the assembly language one already have.

In the meantime, here are quick setup instructions :
  • In order to use the programmable robot, you should start the game in windowed mode because you'll have several programs alongside.
  • There is actually a compilation result and error output. These informations are displayed in the standard terminal. A terminal Windows is launched automatically along with the game when you use windows so you should see it when you are in Windowed mode. But if you use Blackvoxel with Gnu/Linux, you must launch Blackvoxel into a command line terminal in order to get it.
  • The choice was made to use an external editor(which can have complete features) rather to a simplified in-game one. When you click "edit", then an external editor is launched. The editor can be modified in the "Settings_Hardware.dat" file.
In the hope we have helped you :)
The Blackvoxel Team

Happy to have solved your problem.

We wish you a good game.

The Blackvoxel Team

Hello Tomaschku and Welcome to the Blackvoxel Forum  :)

Thanks for reporting this problem.

If your issue is limited to one particular universe, this can be a rare issue where the player become stuck on the edge of one block.

Try to dig or build to suppress any void block in order to make a flat ground under the player. This should restore the control.

Does this solution solved the problem ?

The Blackvoxel Team

General Discussion / Re: Just started using this engine today!
« on: May 23, 2018, 08:13:59 am »
I'm a new user as well. I wonder why Blackvoxel isn't more popular than it is... It offers so much freedom from what I gathered so far.

Hi Stomberg and welcome to the Blackvoxel Forum,  :)

Thanks for your positive feedback!

We are thinking about some ways to make Blackvoxel more popular.

There is also some work on the way that could contribute to that.  ;)

Also, we would be happy to know how you knew Blackvoxel.

The Blackvoxel Team

Suggestions / Re: Machine Interface
« on: April 01, 2018, 08:53:39 am »
I'm all for this feature, I don't know how many times I've started crafting something without knowing what is in the machine and ended up wasting materials.

Hi, ThomasMonroe

You'll be happy to hear that since this topic was opened, we made a way to know what's inside the machines.

This is the "Analyser" tool. It is very cheap and easy to build even in the early game phase. Put it in the "tools" part of the inventory. You can use the "F" key to switch between tools. This tool can also display very useful informations about molten metal.

That said, your comment make us to think about it.

It would certainly be better to make this feature availlable from start. Not like an option.

So, it is likely we'll change this in some future version.

The Blackvoxel Team

Troubleshooting & Bug Reports / Re: Mouse glitches
« on: January 20, 2018, 04:32:24 am »
Hi, ThomasMonroe.

Thanks for signaling this problem.

Yes, you are right, the actual Windows version of Blackvoxel(2.20) was working well when we released it (We are doing tests before releases).

We found the cause of the problem, it appeared with a Windows update.

Fortunately, we were working on it since a few days. The fix is now ready and we'll push all the new files in few minutes. This v2.30 come along with some other bug fixes.

In fact, this bug was not related to Blackvoxel code. The Windows update brings a change in a function which triggered a problem in the underlying SDL library.

Strangely, only the latest versions of the SDL library are affected. So we reverted back to an unafected version of the SDL as a temporary fix.

The Blackvoxel Team

Troubleshooting & Bug Reports / Re: Atomic Compressor
« on: September 13, 2017, 08:47:13 pm »
Hi Reini and welcome to the Blackvoxel Forum  :)

Yes, producing atomic compressors with factories may be tricky in the actual game.

Modifiying factory orientation could help in such case as it will change the order of the
active voxels processing.

Anyway, the team will think about what you said in order to improve future releases.

Thank you for your comments and encouragement. Of course, the development of Blackvoxel will continue in order to make a better game.  :)

The Blackvoxel Team

Ps: Blackvoxel with "a", not "Blockvoxel".  ;)

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