Search found 16 matches
- Fri Feb 23, 2024 7:20 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 36024
Re: Friday Facts #399 - Trash to Treasure
Um, does this mean that UPS usage from distinct electric networks will be fixed? Because this sounds like it would destroy perfomance in 1.1. I am also interested in hearing if this issue will be resolved. It has been fixed in 2.0 Out of curiosity, was this mentioned by Wube anywhere? Yes Where? I'...
- Fri Feb 23, 2024 12:35 pm
- Forum: Ideas and Suggestions
- Topic: Combining, Splitting, and Balancing Large Numbers of Belts
- Replies: 69
- Views: 21062
Re: Combining, Splitting, and Balancing Large Numbers of Belts
The engine implementation of splitters is far more efficient than what any mod could do. All I'm asking for is that kind of efficiency on more than two belts.
- Fri Feb 23, 2024 12:30 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 36024
Re: Friday Facts #399 - Trash to Treasure
Um, does this mean that UPS usage from distinct electric networks will be fixed? Because this sounds like it would destroy perfomance in 1.1.
- Fri Jan 19, 2024 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Combining, Splitting, and Balancing Large Numbers of Belts
- Replies: 69
- Views: 21062
Re: Combining, Splitting, and Balancing Large Numbers of Belts
Last I checked, all mods that offer belt balancing functionality have some truly horrible UPS problems that makes using them effectively a non-starter.
- Fri Jan 19, 2024 12:43 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21429
Re: Friday Facts #394 - Assembler flipping and circuit control
Both of these are great additions! My only comment about the bulk/stack inserter thing is that maybe the best solution is just to merge them into one inserter.
- Tue Jan 16, 2024 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Combining, Splitting, and Balancing Large Numbers of Belts
- Replies: 69
- Views: 21062
N-ary splitters
TL;DR Splitters, but with any number of inputs/outputs What ? There are very few places where players recommend not attempting to design it yourself. One of these is belt balancers. Players accumulate giant books of belt balancer blueprints made by other players. Players who can't find blueprints o...
- Mon Jan 15, 2024 1:26 pm
- Forum: Ideas and Suggestions
- Topic: Keep new game settings when changing mod settings
- Replies: 0
- Views: 136
Keep new game settings when changing mod settings
TL;DR When the user changes startup mod settings as part of a new game, stop throwing away their other game settings on restart. What ? To reproduce, simply install some mods with startup settings. Go to start a new game. Make some changes for the settings in front of you, like setting all resource...
- Mon Jan 15, 2024 1:11 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 228
- Views: 46319
Re: Friday Facts #393 - Putting things on top of other things
The idea of the bulk inserters seems quite nice, but I'd like to just suggest that loaders should also optionally be able to output stacks.
- Fri Nov 10, 2023 1:33 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45841
Re: Friday Facts #384 - Combinators 2.0
The thing I'd like most from the circuit network is not having to worry about UPS for constant uses. For example, using an arithmetic combinator to negate the contents of a constant combinator. This heavily disencentivises clean separation of circuit logic and nerfs blueprintability. The second thin...
- Fri Sep 22, 2023 11:22 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 50158
Re: Friday Facts #377 - New new rails
I quite like this change, but the thing I really wanted for Space Age rail improvements would be better support for modded rails, like fast replacement for SE's space rails, or linked rails for inter-surface trains.
- Fri Sep 15, 2023 11:48 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56829
Re: Friday Facts #376 - Research and Technology
The oil example given is a bit problematic. If you think about how this process works there's some annoying steps for the player. 1. Research pumpjacks 2. Go place pumpjacks. But then there's nothing you can do with the oil. 3. Then go back and make chem plants oil refineries. 4. Then go back to the...
- Fri Sep 08, 2023 11:52 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 129475
Re: Friday Facts #375 - Quality
Overall I'm really looking forward to it, but there's a couple things that need improving. The first is the quality names. What is this, an RPG? They should be given industrial names, like "basic", "refined", etc. The second one is that quality for inserters improves swing speed....
- Thu Feb 09, 2023 4:17 pm
- Forum: Modding interface requests
- Topic: Support for custom rendered controls
- Replies: 0
- Views: 379
Support for custom rendered controls
Firstly, apologies if this already in the won't-add section, I've had a quick search but didn't find it. I'd like to make a request for better support for custom control rendering. The existing controls are nice but sometimes they don't quite cut it. I am looking at making a mod where the fundamenta...
- Fri Oct 21, 2022 9:11 am
- Forum: Logistic Train Network
- Topic: Request Stacks
- Replies: 0
- Views: 434
Request Stacks
Hey guys, I am, probably unsurprisingly, using a blueprint to set up LTN stations. I have configured my blueprint with a buffer of a fixed size. For provider stations, everything is easy because I can specify the threshold in stacks (I have chosen exactly 1 train). For requesters, life is not so sim...
- Tue Feb 01, 2022 1:09 pm
- Forum: Logistic Train Network
- Topic: LTN sometimes sends deliveries to stations that don't request them
- Replies: 1
- Views: 1861
LTN sometimes sends deliveries to stations that don't request them
**Error message or bug description** LTN sometimes sends more trains than a station needs. This causes cargo to be left over. **To Reproduce** Observed with the following sequence (note that this stop has a maximum trains of 1). 1. A train supplies 8000 iron plates. 2. The requester asks for slightl...
- Thu Oct 22, 2020 8:07 am
- Forum: Ideas and Suggestions
- Topic: [1.0.0] Handle negative progress catching up
- Replies: 6
- Views: 1483
[1.0.0] Handle negative progress catching up
When I click to join a multiplayer game, first I see the "downloading save" progress bar, which completes as normal. Then I see the catching up progress bar. However the "catching up" progress bar is literally going down, rather than up. The issue here is not around the actual pr...