Search found 282 matches

by apriori
Mon Dec 23, 2024 11:11 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Wagon to wagon items transfer
Replies: 1
Views: 415

Re: Wagon to wagon items transfer

Nah... nutrient production is a waste here...

This one is three times more efficient:
2024-12-23_14-10-01.png
0eNrtHWtvqzj2vyDNlxWZxcYGXO3sf9jPoyqiiduiSyADpDvVVf/7mtAW0hhyfE7z0F6uRlNIwOf4PG2fR356D/lOb6usaLy7n162Kovau/vzp1dnT0Wat58V6UZ7d57 ...
by apriori
Mon Dec 23, 2024 9:24 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Wagon to wagon items transfer
Replies: 1
Views: 415

Wagon to wagon items transfer

Found it useful to use wagons as a storage on Gleba because of:
• number of sides to deal with a wagon using inserters (spoilage and the need to deal with it);
• ability to set item filters for slots;
• ability to "extend" a wagon storage in a sneaky way:
2024-12-23_11-30-54.png

So now designing ...
by apriori
Thu Dec 19, 2024 7:23 pm
Forum: Show your Creations
Topic: Speed-Beaconed Recipe-Quality-Parametric Gacha Blueprints
Replies: 7
Views: 2776

Re: Speed-Beaconed Recipe-Quality-Parametric Gacha Blueprints

Huh, the reason i read coffee-factorio's last post is a finding I wanted to share: switching recipes makes productivity bonus lost.

So our setups seem irrelevant for non-Nauvis machines. Except Aquilo's Cryo-assembler.

Or we should add some logics to take the need to use the bonus into account ...
by apriori
Thu Dec 19, 2024 2:17 pm
Forum: Show your Creations
Topic: Speed-Beaconed Recipe-Quality-Parametric Gacha Blueprints
Replies: 7
Views: 2776

Re: Speed-Beaconed Recipe-Quality-Parametric Gacha Blueprints

Oh, wanted to post my solution and found here's one already...

Differences are:
1. No beacons. Not covered with electricity.
2. Less recipe-specific settings for combinators, so here are...
3. ...more combinators and takes more space.
4. Only one BP for any assembling machine. An AM can be replaced ...
by apriori
Sat Dec 14, 2024 12:53 pm
Forum: Show your Creations
Topic: Tileable dense prometheum storage
Replies: 0
Views: 305

Tileable dense prometheum storage

3.9k chunks version
Density 20 chunks/tile
2024-12-14_15-48-09.png
0eNq9nO9uGkkQxN9lP+Noev5PXuUUWdje5JBsQMsSJYr87geOfeFsBrqrpPuUxILu2a75sWVSs7+Gu8f9uJ1W63n4/GtY3W/Wu+HzX7+G3erbevl4/Nl6+TQOn4d5P91tbuZpud5tN9N8czc+zsPzYlitH8Yfw2d5/rIYxvW8mlfj7wov//h5u94/3Y3T4QWLi5UWw3azO7x5sz72PBS8qZ/SYvh5 ...
by apriori
Sat Nov 30, 2024 9:28 am
Forum: Ideas and Suggestions
Topic: Thruster fuel can not be Packaged
Replies: 7
Views: 611

Re: Thruster fuel can not be Packaged

I have to second Sworn's theses.

Too many unneeded restrictions and "intentionations".

Why not to produce thruster fuel on a planet? Send ingredients from space and use them to produce fuel.
Why not to run a thruster on a planet (for testing purposes maybe)? Build a thruster setup and have fun ...
by apriori
Fri Nov 29, 2024 3:36 pm
Forum: Ideas and Suggestions
Topic: Sameness of reordering behavior
Replies: 1
Views: 145

Sameness of reordering behavior

Cool feature appeared in 2.0.21: reordering of researched technologies via drag'n'drop, so that dragged element tries to get placed in between two closest (to the mouse cursor) elements.

Could you please make other reorderings the same:
• logistics requests (space platform, blue/purple chest ...
by apriori
Wed Nov 20, 2024 10:03 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] Steam Deck: Keyboard pops up in Tips simulations
Replies: 1
Views: 639

[Twinsen] Steam Deck: Keyboard pops up in Tips simulations

Reproduce steps, on Steam Deck:
1. Open Tips & Tricks.
2. Go to any page where keyboard input is shown.
3. Wait until a simulation shows you a flow of keyboard input.
Expected : Simulation just goes on showing a flow like it's a video.
Actual : Steam Deck keyboard pops up upon UI like it's me who ...
by apriori
Sun Nov 10, 2024 11:33 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 349
Views: 52927

Re: Gleba has killed the game for me.

Hmm, biters' eggs don't spoil in captured nests.

Looks like biochambers should keep freshness of items (all our just produced) acting as a proper environment for organics.

But there's is another aspect: items produced from a partially spoiled items become partially spoiled. Captured nests don't ...
by apriori
Fri Nov 08, 2024 6:47 am
Forum: Gameplay Help
Topic: Repair Packs Work on Space Platform
Replies: 3
Views: 3346

Re: Repair Packs Work on Space Platform

Dixi wrote: Fri Nov 08, 2024 6:35 am walls on space platforms
Railings. Safety first. :D
by apriori
Tue Nov 05, 2024 11:22 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 349
Views: 52927

Re: Gleba has killed the game for me.

J-H wrote: Tue Nov 05, 2024 9:06 amIf it takes circuit network programming to succeed, I'm screwed, as I've never been able to figure that out beyond simple on/offs.
It doesn't. You can if you want, but it's enough to use splitters for filtering spoilage and sometimes inserters for filtering by freshness.
by apriori
Mon Nov 04, 2024 11:01 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 349
Views: 52927

Re: Gleba has killed the game for me.

Gleba is so much horrible, challenging, punishing and capricious that I fell in love with it. :lol:

It was the first planet I visited. Thanks to steampunk gods, I left Nauvis fully autonomous and ready to provide me with almost anything distantly. First two days (not hours, bustlers :D ) I've been ...
by apriori
Mon Nov 04, 2024 7:54 am
Forum: Resolved Problems and Bugs
Topic: [Raiguard] Modlist window too wide on Steamdeck
Replies: 2
Views: 225

Re: [Raiguard] Modlist window too wide on Steamdeck

The issue visualised in attachments.
Mute it)
by apriori
Sat Nov 02, 2024 12:52 pm
Forum: Gameplay Help
Topic: Train interrupts skip stations
Replies: 10
Views: 1202

Re: Train interrupts skip stations

My first try appeared the same with "inaccessible station" condition. And it looks ok from logics perspective. Seems it's we who should define interruption cases better)))

Fuelling stations work fine.

Edit:
Interruptions trigger when a train is going to leave any station.
The train standing on ...
by apriori
Fri Nov 01, 2024 5:03 pm
Forum: 1 / 0 magic
Topic: [2.0.13] Game crashed due to... videocard removal?
Replies: 1
Views: 293

[2.0.13] Game crashed due to... videocard removal?

...and asked me to send you a log file. It's in attachments.
by apriori
Fri Nov 01, 2024 10:57 am
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 65
Views: 19742

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game

Selling F2 as a DLC is the best thing i saw in game industry as a whole.

First of all they added many QoL features and mechanics to the original game. The game is not forgotten, and as a player I'm glad devs made my life in the game much better.

The second, F2 expands the original. I'm glad I ...
by apriori
Sun Oct 27, 2024 7:59 pm
Forum: Not a bug
Topic: [2.0.11] Circuit signal ALL ignores quality items
Replies: 13
Views: 735

Re: [2.0.11] Circuit signal ALL ignores quality items

Thanks for the feedback.
Well, then I'll take it into account when planning circuitry.
Then is there a wildcard for "sum of all signals"?
Or "sum of all signals for the item regardless its quiality".
by apriori
Sun Oct 27, 2024 7:50 pm
Forum: Not a bug
Topic: [2.0.11] Circuit signal ALL ignores quality items
Replies: 13
Views: 735

Re: [2.0.11] Circuit signal ALL ignores quality items

Yup. In attachment.
See both yellow chests with bots (next to relevant assemblers) near the player.
by apriori
Sun Oct 27, 2024 7:37 pm
Forum: Not a bug
Topic: [2.0.11] Circuit signal ALL ignores quality items
Replies: 13
Views: 735

[2.0.11] Circuit signal ALL ignores quality items

My situation:
427520_12.jpg
427520_12.jpg (86.62 KiB) Viewed 735 times
Also found as seeming related: viewtopic.php?f=6&t=116995&p=623925&hil ... ts#p623925
by apriori
Wed Oct 23, 2024 4:47 pm
Forum: Resolved Problems and Bugs
Topic: [Raiguard] Modlist window too wide on Steamdeck
Replies: 2
Views: 225

[Raiguard] Modlist window too wide on Steamdeck

2.0.9 and earlier
Mods list window, the first tab.
The button to delete a selected mod is out of the screen and is inaccessible.
dragging the window to the left doesn't help.

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