Search found 17 matches

by vark111
Fri Nov 22, 2024 4:25 pm
Forum: Ideas and Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 20
Views: 1136

Re: Add 2 outputs to Decider Combinator

While it is not really needed and can be overcome quite easily, I feel like having the "else" condition in combinators would make them feel more complete, especially after the 2.0 update they got. Agree 100%. And with the extended boolean conditions and multiple outputs introduced in 2.0,...
by vark111
Fri Nov 22, 2024 2:43 pm
Forum: Ideas and Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 20
Views: 1136

Re: Add 2 outputs to Decider Combinator

My general thoughts after reading some of the comments: I don't consider this to be a "let's start blowing out the combinators to do all sorts of things" idea. While I would absolutely love the idea of a one-combinator Latch, I agree with the decision to not include it, and make us build t...
by vark111
Wed Nov 20, 2024 7:57 pm
Forum: Ideas and Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 20
Views: 1136

Add 2 outputs to Decider Combinator

TL;DR I would like to have Decider Combinators produce 2 outputs: one for True and one for False. What? The mechanics are simple: Have one output enabled if the condition is true, the other output enabled if the condition is false. A picture's worth a thousand bits: decider2.png Why? All too freque...
by vark111
Tue Nov 19, 2024 2:40 pm
Forum: General discussion
Topic: Beacon diminishing returns
Replies: 12
Views: 1671

Re: Beacon diminishing returns

I'll admit I was a sceptic when it came up in the FFF, but after playing with it, I really like the way it has given legs to what I call the new mid-game+ phase. Early game is your jump start base with stone furnaces, Assembler 1's, yellow inserters, yellow belts, coal power. Mid Game was red belts,...
by vark111
Mon Nov 11, 2024 7:32 pm
Forum: Gameplay Help
Topic: Ghost turret with ammo
Replies: 2
Views: 538

Re: Ghost turret with ammo

You can do it from the planet you're currently on as well. The key is you have to do it from Map mode, not in direct mode.
by vark111
Fri Nov 01, 2024 1:14 pm
Forum: Ideas and Suggestions
Topic: Gleba science pack research micronmanagement solution
Replies: 31
Views: 3452

Re: Gleba science pack research micronmanagement solution

Stargateur wrote: Thu Oct 31, 2024 7:40 pm remove the fact that gleba potion spoil.
This is my preferred solution. In fact I prefer this solution so much that once I'm done hitting all the achievements I care about, I'm immediately going to install (or create) a mod that specifically does this if Wube doesn't.
by vark111
Thu Oct 31, 2024 12:59 pm
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 40
Views: 2892

Re: Please add a button to add a new blueprint parameter variable

As I posted in another, similar thread, I too would very much like to see this implemented as I also found myself reinventing the exact same solution as the others in this thread: an extra, ultimately unnecessary, constant combinator that can be deleted after the blueprint has been built.
by vark111
Tue Oct 29, 2024 1:45 pm
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 40
Views: 2892

Re: Blueprint parameters: new "Add Parameter Value" button

I want to second this request. For my train station circuit, I needed to add 3 extra parameters for use in formulas in the parametrisation dialog, but they are not needed as direct inputs in any of the circuit assemblies. My workaround was to add a superfluous constant combinator with placeholder va...
by vark111
Fri Oct 04, 2024 3:25 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 33746

Re: Friday Facts #431 - Gleba & Captivity

Whether we finally broke the imbalance of Vulcanus and Fulgora being clearly superior to Gleba, we will see I don't think you've accomplished the goal here. You've certainly moved the needle, I just don't think enough. Thing is, the super-lab isn't useful in the early-mid game when you're hitting t...
by vark111
Fri Oct 04, 2024 3:17 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 33746

Re: Friday Facts #431 - Gleba & Captivity

From the beginning of the announcements, we’ve known that some existing techs would be moved to the new planets, and T3 modules were mentioned as one of them. This isn’t a new decision. Also, the modules are spread evenly across the planets: Productivity on Gleba, speed on Vulcanus (technically unc...
by vark111
Fri May 03, 2024 12:11 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 37805

Re: Friday Facts #409 - Diminishing beacons

Perhaps I missed it, but one of the concerns about meddling with the beacons was whether the user would be able to calculate the benefits quickly in their head. I am not saying head calculus should be a showstopper, but the need for more clear presentation of throughput numbers becomes even more pa...
by vark111
Fri Apr 12, 2024 1:14 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 33693

Re: Friday Facts #406 - Space Age Music

That final music track. Metronomic and repetitive. It evokes images of... crystals. Other folks talk rain, and I can see that, too, but I'm throwing crystals into the hat as my guess. Oh, also, I fully expect trupen to build a wall of missile turrets, arm them with nukes, and christen it "The W...
by vark111
Fri Mar 15, 2024 1:00 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 36228

Re: Friday Facts #402 - Lightspeed circuits

I checked the original foundry video and yeah, its not in there. I think you are right that it is on the player but I can't imagine what use the player would have for an excavator dig-arm. Anybody else got any ideas? Didn't they mention early on that there was going to be Power Armour beyond Mk II?...
by vark111
Fri Mar 15, 2024 12:56 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 36228

Re: Friday Facts #402 - Lightspeed circuits

You know, just last night I was re-organizing my overly-complicated train station blueprints, and moving combinators around was such a pain in the ass because I had to remember what was connected where, and then you get to that situation where you want to move one combinator one spot, but decide &qu...
by vark111
Fri Mar 08, 2024 2:03 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 31941

Re: Friday Facts #401 - New terrain, new planet

Well done. I might actually consider turning cliffs on again.
by vark111
Fri Jan 19, 2024 2:14 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 32792

Re: Friday Facts #394 - Assembler flipping and circuit control

WhatNo wrote: Fri Jan 19, 2024 2:03 pm I don't see anybody asking the important questions. Will flipping work with rail signals???
And stations!
by vark111
Fri Nov 10, 2023 4:10 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 71878

Re: Friday Facts #384 - Combinators 2.0

I'd like to +1 the requests to add an R/S and/or S/R latch to the Selector Combinator. I know we can do these with existing combinators, I do it all the time. Still a pain in the butt every time, though. A nice Latch section where you define a Set value, a Reset value, and an output signal would mak...

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