To multiplex channels onto the radar you need a clock. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync. That's the issue though, right? You're not removing the issue of multiplexing, you're just shifting it from groups of sig...
Wouldn't radars having channels actually make the circuits easier, outside of just transmission? Right now you can build many separate networks, your main concern is the chaos of cables it involves. If you add an entity with channels you add a way to simplify that chaos by separating the networks s...
I don't think radar signals are for people who are already using factory-wide signal networks. They are probably primarily intended at players who use circuit-wired rail blueprints "because", never use it, until at some point late in they find a usecase and then find out there are too man...
Most players will need 0 anyway since the train system handles cargo logic by itself (that's even more true with all the new train stop improvements). Most players will never need to touch circuits ever since most meta layouts are self-balancing, so why are they even a feature in the first place? ;...
Seeing the flashing progress bars on the ultra speed crafting immediately made me think about idle/clicker games like Adventure Capitalist, where when you start producing too much the "progress bar" becomes a continuous animation and instead of current progress you see amount produced per...
A couple of years back I was experimenting with making my own "train dispatch system" (which later became fashionably known as a "logistic train network") and ran into a lot of the limitations of circuits that I had to work around, especially the lack of filter combinators necess...
This is just sloppy: why can't you simulate infalling debris to a molten planet, and then 4.5 billion years of tectonics, ocean and land erosion, then evolution of organisms and atmosphere, and just be done with it?? You joke but Dwarf Fortress does something along these lines (it quickly simulates...
Is it weird that this FFF got me more fired up than the others? People don't talk about it much, but a huge part of the fantasy of this game is the environment and what you do with it. And this is a huge improvement on that. Then again, I'm also one of those weirdos who uses green modules and builds...
Wouldn't it be better if it showed the full possible length of the underground at all times? That way you'd actually know without having to ratchet it up one by one. Kinda like how Transport Tycoon does it with tunnels. Sort of like in the Show Max Underground Distance mod? I love that mod, so simp...
It's funny how in your comparison between the old and new underground building, the annotation proclaims you have to take a step back with the old system, and then you also have to take a step back in the new pipe example :lol: Wouldn't it be better if it showed the full possible length of the under...
On top of that, adding new recipes was made even more difficult due to the recycler, which was already in the game as a part of the quality branch before we started work on any of the planets. If an item has alternative recipes, it's not clear which ingredients should be returned on recycling this ...
Oh hell yeah. I like how it seemingly gets darker when you drive into the lava area, as if entering a cavern. Reminds me of the time I attempted a special kind of modded deathworld where it was always 100% pitch dark, the floor was volcanic and too hot to step on, and the only way to expand was with...
I'm really liking all of this except for one minor thing, the thruster drive cones. I really like the graphics overall and I love the amount of movement in the thrusters. However, the fact that the drive cone shakes so much, including in and out and not just laterally, makes it look like it could f...
what about monorails? why don't you add them to the game? this type of transport could be very high-speed 500km/h-1000km/h and deliver resources located far from the base. It is also possible to build monorails over the water in the form of a bridge. Due to the fact that the speed of the monorail i...