Search found 16 matches

by DeadMG
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'...
by DeadMG
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.
by DeadMG
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.
by DeadMG
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.
by DeadMG
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.
by DeadMG
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...
by DeadMG
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...
by DeadMG
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.
by DeadMG
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...
by DeadMG
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.
by DeadMG
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...
by DeadMG
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....
by DeadMG
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...
by DeadMG
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...
by DeadMG
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...
by DeadMG
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...

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