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by erikem
Tue Jun 24, 2014 10:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x][slpwnd]Limited range of ghost removal
Replies: 1
Views: 733

[0.10.x][slpwnd]Limited range of ghost removal

Ghosts can be placed literally at any range but removed only when nearby.

It seems like these ranges shoudl be equal meaning that ghost removal range should be as large as ghost placement one.
by erikem
Tue Jun 24, 2014 9:41 pm
Forum: Gameplay Help
Topic: Copy/update train schedule?
Replies: 3
Views: 1728

Re: Copy/update train schedule?

Then I'd probably post this at ideas/suggestions
by erikem
Tue Jun 24, 2014 9:31 pm
Forum: Ideas and Suggestions
Topic: Assembly Machine Recipe Disabling: Quick and Easy
Replies: 4
Views: 2860

Re: Assembly Machine Recipe Disabling: Quick and Easy

Works ok if you are talking of one type of entity. But if ya do that for assembly line consistinf og: assembler, smart inserters, requester chests and provider chests it might be too long to copy all the stuff
by erikem
Tue Jun 24, 2014 9:05 pm
Forum: Ideas and Suggestions
Topic: Assembly Machine Recipe Disabling: Quick and Easy
Replies: 4
Views: 2860

Re: Assembly Machine Recipe Disabling: Quick and Easy

Hmmm a key shortcut to clear any entity of all and every recipes and conditions it has might be handy from time to time.

As for disabling current task... is there any equivalent in the game?
by erikem
Tue Jun 24, 2014 7:17 pm
Forum: Implemented Suggestions
Topic: Show production icons on blueprint preview
Replies: 2
Views: 1704

Re: Show production icons on blueprint preview

I sometime blueprint a whole set of assemblers each doing somethign of it's own. Like 8 assemblers creating 8 different goods whcih is a "production lane" for me. I can't really put all icons there.
by erikem
Tue Jun 24, 2014 7:15 pm
Forum: Implemented Suggestions
Topic: Allow building substitution by blueprints
Replies: 4
Views: 2456

Re: Allow building substitution by blueprints

"Upgrade" blueprint does not capture any infrastructure in it. In "upgrade" blueprint you jsut select item1 and item2 and when u select an are robots will replace all items1 with items2 there if any. While in current suggestion I propose normal blueprints to allow building substi...
by erikem
Tue Jun 24, 2014 7:07 pm
Forum: Implemented Suggestions
Topic: Filtered deconstruction
Replies: 5
Views: 3238

Re: Filtered deconstruction

I've just finished such deconstructions few times and it took me quite some time by hand. Few inputs here: My base is 100% covered by roboport orange area + big electric poles to support them, which means I have quite a lot of them here and there I want deconstruction to be safe on maximum zoom out ...
by erikem
Tue Jun 24, 2014 6:57 pm
Forum: Ideas and Requests For Mods
Topic: "Upgrade" blueprint
Replies: 2
Views: 3882

Re: "Upgrade" blueprint

Well if such functionaity can be achieved in game either by mod or game feature I'm happy with it =) Feel free to move to mod requests if it'll increase chances of getting it =)
by erikem
Tue Jun 24, 2014 6:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 7061

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

I believe, that for high-frequency demand it works good, and for low-frequency demand, it just isn't needed so much, so it is ok. As I have mentioned I ended up with over 500 electric engines while all my providers in total supported 100 maximum. Same for normal engines, speed and productivity modu...
by erikem
Tue Jun 24, 2014 2:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 7061

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

On the otehr had for slow-production items a bot carries 4, places 1 and then carries 3 to a quite distant storage chest. With the new priorities next bot will pick up 3 from distant storage chest (while passive provider is just a tile away), will carry it to requestor and bring back to a distant st...
by erikem
Tue Jun 24, 2014 2:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 7061

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

And still having them carry as much as requested and not as much as they can would save those logistic robots a lot of extra motion.
by erikem
Tue Jun 24, 2014 1:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 7061

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

Thx, a good solution which definitely will work but uprading 200+ factories and 300+ smelters with such inserters migh take some serious amount of time. Plus each time I extend my production lines and increase my consumption needs I would have to go through all of those inserters and update their co...
by erikem
Tue Jun 24, 2014 12:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 7061

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

I actually do it but there will be always a provider chest closer to the requester for some of the goods. Problem here is not the overflow of the storage chests (you can always palce more) but in uncotrollable growth of certain goods. As in my previous exmple I have 2 factories for electric engines ...
by erikem
Tue Jun 24, 2014 11:33 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 7061

[0.10.x] Logistic robots carry "maximum" isntead of "needed"

Logistic robots always carry the maximum amopunt they can assumign upgrades (4 in my case) instead of needed amount. The rest goes into storage chests and garbages them dramatically. Setup description (save https://dl.dropboxusercontent.com/u/16452197/Defects_02.zip): Isolated roboport with no activ...
by erikem
Tue Jun 24, 2014 9:42 am
Forum: Gameplay Help
Topic: Copy/update train schedule?
Replies: 3
Views: 1728

Copy/update train schedule?

Is there an easy to copy schedule from train to train except for merging locomotives and then splitting them?
Also is there an easy way to update all my trains with newly created stop?
by erikem
Mon Jun 23, 2014 11:43 pm
Forum: Implemented Suggestions
Topic: Show production icons on blueprint preview
Replies: 2
Views: 1704

Show production icons on blueprint preview

It would be nice if a blueprint preview (mouseover the blueprint) would show the production icons of assemblers, chemical plants that it contains. Currently such icons are only shown when blueprint is moved over ground. Seeing it during mouseover preview would save a bit of time when using multiple ...
by erikem
Mon Jun 23, 2014 11:39 pm
Forum: Implemented Suggestions
Topic: Allow building substitution by blueprints
Replies: 4
Views: 2456

Allow building substitution by blueprints

It would be nice if I could subtitue the objects I can manually substitute with blueprints. For example I can substitute regular transport belt with express one manually. It would be nice if blueprints would be capable of the same - if a part of my blueprint has "express belt" in it while ...
by erikem
Mon Jun 23, 2014 11:33 pm
Forum: Implemented Suggestions
Topic: Placing blueprints and ghosts over player
Replies: 1
Views: 1320

Placing blueprints and ghosts over player

It would be nice to be able to place blueprints and ghosts over player. All in all I can walk on that ghost I placed so why not allow me to palce it on a spot even if I stand there? Gives serious benefits when placing HUGE blueprints e.g. solar panel ones when even the maxium zoom out might be barel...
by erikem
Mon Jun 23, 2014 11:30 pm
Forum: Implemented Suggestions
Topic: Copy storage limits of smart chests
Replies: 1
Views: 1332

Copy storage limits of smart chests

I would be nice be able to copy storage limits (defined using big red cross in the chest UI) from chest to chest. Currently only filters can be copied but not storage limits. For example I have 20 passive provider chests linked to aseemblers as outputs. I want to set limit to 1 stack in each chest. ...

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