Ifthere is a filter for 1 item, the system checks if this one is present and triggers. If not, move along. If you deine 20 filters its going through that list every time over and over and over. This could cause all kinds of problems when it comes to timing. For example there is conveyor rail, and a packet comes along, hitting the filter. As long as there is enough computing power, the filter would go through the giving filter list, and everything is fine. But when the game is already struggling with computing-time, the filter may miss, block or filter wrong elements out, because the list is too big and the engine cant keep up.
I do not disagree, but what if this was built in as a trade off? With one element the filter flows at normal 1 packet/1 second, but with each additional element the filter requires an addition 0.2 second. For example, select 5 elements and your throughput is now halved (1 packet / 2 seconds). Or even more severe, each additional element increase the time by 1 second.
I know what you mean, but imagine they do what asked. Then players would just make the monster-spaghetti, one filter does everything layouts, and then they complain about poor performance. That result in "Oni is a bad game, and the Devs are morons". Thats not a trade off, because people wont understand whats going on, and just blame the game for it.
I don't buy the performance hit argument. As a programmer myself, I cannot believe there is a measurable difference in modern compute resources between a multi select list and a single select list. To further the argument, how can anyone believe that 2 filters each filtering 1 element could be less CPU intensive that 1 filter filtering 2 elements? I don't even care about the power consumed (as in wattage in game), increase it for multiple elements if you want. My concern is the amount of space consumed by stacking a bunch of filters and the logistics of pipe/conveyor routing.
And even if there were a performance impact, is that the deciding factor behind developing a game? I am running ONI on a Gen 3 i7 computer I build almost 8 years ago and am not experiencing any performance issues whatsoever. I can't believe that any modern computer has any problems.
We dont talk about a filter with 2 settings, we are talking about a filter with multi settings. And you know, when you give players something, they most certainly will use them to the excess. So they will build filters with 10, 20, even more settings at once and wonder why its bad for performance.
Sure, its still possible, KLEI has just forgotten to add this. But i dont think so. They are reading the forums, they know about the wishes. And if possible, they deliver. There must be a reason, they did not on this.
As for your thinking about performance in general: They do have an option for low res graphics. The rest you mentioned is just graphics. It does not concern the CPU in a way, that would matter for performance in this game.
Due to a disability I am not able to click and drag a mouse, so I was wondering if in this game you had to click and drag to construct/do certain things. A lot of games have an option where it's more of a click and drop action where you only have to click once, highlight an area, and then click again. If this isn't already an option, I would love to speak to the developers and help them out in any way.
In the game you do indeed have to click and drag to select multiple things to do multiple actions, or would have to individually click each tile which wouldn't be entertaining. I think it would be a great idea to get this across to the developers, especially since different people have different play-styles.
I have an idea on how to give you click and drag functionality for anything. Since I do not know the specifics and will not ask if you are not willing to share I will assume you at least have a way of moving the cursor and a way of clicking at least one button at a time but maybe not do both at the same time.
There could be a (physical or on screen) button that triggers a left click down event and doesn't trigger a left click up event until that button is pressed again. This could be done with certain keyboards (maybe)/mouses with macro support. If you are not able to use normal interfaces and are relying on custom made hardware to communicate with the computer there still might be a way of implementing it if you talk to the manufacturer.
I can left and right click, just can't hold it down. I do have a piece of software that does what you mentioned, but it can be a bit clunky and I'm not sure if it will work with the game. I might just end up buying the game and trying it. Thanks for your input
I have a steelseries mouse and their software is pretty good and should work with many games unless they use some form of anticheat and block macros. It even have a toggle hold feature that you need. But its kinda pricey if you're coming from a normal mouse.
Actually, the only way I can use a mouse is to use a wireless mouse app via my iPhone. I pretty much hold my phone and swipe on the screen to move the mouse and there are buttons on the bottom for left and right click. I can't use a traditional mouse. That is pretty awesome though
Following the principles of white-spacing and indenting, if I needed to wrap multiple already written lines in a new tag/element, how do I add additional indentation to all those lines simultaneously?
If you prefer using [spacebar] to indent your code rather than using [tab], you can select multiple lines by holding the [alt] key and clicking on the beginning of each line you want to indent. Then, you can press [spacebar] and all the selected lines will be affected.
To rotate the structure, click the left mouse button and move. Alternatively, use the Shift button + left mouse button and drag.
To translate the structure, click the right mouse button and move. Alternatively, use the Control button + the left mouse button and move. On a touchscreen device, use a two-finger drag.
To zoom in or out, use the mouse wheel. On a touchpad, use a two-finger drag. On a touchscreen device, pinch two fingers.
To zoom in and center on a part of a structure, use the right mouse button to click onto the part of the structure you wish to focus on.
To change the clipping planes, use the Shift button + the mouse wheel. On a touchpad, use the Shift button + a two-finger drag.
See also the keyboard controls for navigating the canvas
There are several ways to make selections in Mol*. You first need to open Selection Mode and change the Picking Level, if needed. To make selections, you can either click on parts of the structure in the 3D canvas or Sequence Panel, or use the Set Operations Menus in the Selection Mode toolbar.
The four buttons are used to modify a current selection with a new selection. The Add/Union button takes the current selection and adds a new selection to it. The Subtract/Remove button takes the current selection and removes the parts of it that are in a new selection. The Intersect button takes the current selection and selects the parts of it that are in the new selection. The Set button takes the current selection and replaces it entirely with a new selection.
If you want to select only secondary structures (alpha helices and beta strands/sheets), there are options to do this in the Selection Mode toolbar. Go to Set Selection, then click Structure Property. At this point you can choose either Helix or Beta Strand/Sheet to select either.
After making a selection of the region you want to exclude from the selection, click the Set Selection button in the Selection Mode toolbar. Under this menu, choose Manipulate Selection, then choose Inverse/Complement of Selection.
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