Search found 26 matches
- Mon Jan 06, 2025 2:18 pm
- Forum: Releases
- Topic: Version 2.0.29
- Replies: 9
- Views: 12447
Re: Version 2.0.29
Id love if someone could post the recycler differences
- Tue Dec 17, 2024 10:03 pm
- Forum: Ideas and Suggestions
- Topic: Pumps max pump rate controlled by circuit network
- Replies: 6
- Views: 3328
Re: Speed control for pumps
As shown by testing in 123458 , I actually think that “1200/s” is slow, relative to the size of Fluidboxes and late-game crafting machines. In order to “throttle up” you need to add more pumps - not slow a single pump down.
For situations like Thruster Speed or Efficiency maximization it is ...
- Tue Dec 17, 2024 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Pumps max pump rate controlled by circuit network
- Replies: 6
- Views: 3328
Speed control for pumps
I couldn't find an existing suggestion for the current title of the thread so here goes.
Currently pumps can just be turned on and off but there is not way to directly modify their pumping speed which is always at the max. It's not that huge of an issue as currently you can setup a tank with a ...
Currently pumps can just be turned on and off but there is not way to directly modify their pumping speed which is always at the max. It's not that huge of an issue as currently you can setup a tank with a ...
- Tue Dec 17, 2024 9:40 pm
- Forum: Ideas and Suggestions
- Topic: Large Power Poles on Water
- Replies: 12
- Views: 1932
Re: Large Power Poles on Water
I think you misunderstand, I mean alongside the ability to place elevated rails on the Fulgora oceans, allow power poles to do the same thing as part of the same research. Makes sense with the nature of what is already unlocked.
It doesn't though. Currently, placing power poles on Fulgora's ...
- Thu Dec 12, 2024 11:14 pm
- Forum: Releases
- Topic: Version 2.0.25
- Replies: 20
- Views: 15432
Re: Version 2.0.25
Please move the pin window to the left of the minimap so that I can see the entire tooltip for entities I hover over. It's so annyoing to decrease the size of the gui to read something in the tooltip and then make it big again all the time. If you add so many things to the tooltip window and it's ...
- Wed Dec 11, 2024 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Large Power Poles on Water
- Replies: 12
- Views: 1932
Re: Large Power Poles on Water
I don't think so, you could just lock the ability to place them over the Fulgora ocean behind the same research that lets you place the elevated rails over the oil ocean.
Doesn't seem like it's worth a whole new science just to achieve what we already have.
I think you misunderstand, I mean ...
- Thu Dec 05, 2024 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Large Power Poles on Water
- Replies: 12
- Views: 1932
Re: Large Power Poles on Water
I don't think so, you could just lock the ability to place them over the Fulgora ocean behind the same research that lets you place the elevated rails over the oil ocean.AileTheAlien wrote: Tue Oct 29, 2024 5:08 pmSeems fair to me!
I actually think this is a bad idea now, because it trivializes Fulgora.![]()
- Thu Dec 05, 2024 8:34 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 1759
Re: [Lou]Vehicle lag compensation not active when remote controlling
Bumping this again because of another experience with lag compensation being dropped. Since shooting drops lag compensation it causes your camera to jump while moving like the other person mentioned. If you just walk in a direction, exoskeletons make this more pronounced, and repeatedly press space ...
- Thu Nov 14, 2024 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Large Power Poles on Water
- Replies: 12
- Views: 1932
Re: Large Power Poles on Water
Bumping this
- Thu Nov 14, 2024 7:09 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 1759
Re: [Lou]Vehicle lag compensation not active when remote controlling
Hi. I consider this a feature request, not a bug. I plan on implementing this feature, but don't hold your breath, bugs take priority.
Cool, may I ask what makes this different to implement compared to the current lag compensation when the vehicle is player controlled?
Well. currently ...
- Thu Nov 14, 2024 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Parametrized Blueprint variables - parameter stack size
- Replies: 7
- Views: 10015
Re: Parametrized Blueprint variables - parameter stack size
You can do that. Just change your formula to 3*40*p0_s
10-26-2024, 23-45-22.png
But you cannot input a generic stack size, you have stack_size * 5. You can't change that 5 without editing the blueprint itself which defeats the point of parameters. This could be solved via the ...
- Sat Nov 09, 2024 11:18 pm
- Forum: Ideas and Suggestions
- Topic: Parametrized Blueprint variables - parameter stack size
- Replies: 7
- Views: 10015
Re: Parametrized Blueprint variables - parameter stack size
You can do that. Just change your formula to 3*40*p0_s
10-26-2024, 23-45-22.png
But you cannot input a generic stack size, you have stack_size * 5. You can't change that 5 without editing the blueprint itself which defeats the point of parameters. This could be solved via the implementation of ...
- Sat Nov 09, 2024 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow independent parameterization of constants/values via variables
- Replies: 4
- Views: 1317
Re: Allow independent parameterization of constants/values via variables
I thought some more about implementation, and realized that by shuffling the UI around a bit, this idea could be extended elegantly to include run-time modification of variable values via self-referential formulas, which would coincidentally add support for another idea/suggestion I saw :
self-ref ...
- Sat Nov 09, 2024 11:02 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 1759
Re: [Lou]Vehicle lag compensation not active when remote controlling
Cool, may I ask what makes this different to implement compared to the current lag compensation when the vehicle is player controlled?Lou wrote: Wed Nov 06, 2024 9:56 am Hi. I consider this a feature request, not a bug. I plan on implementing this feature, but don't hold your breath, bugs take priority.
- Tue Nov 05, 2024 11:00 pm
- Forum: Ideas and Suggestions
- Topic: [Lou]Vehicle lag compensation not active when remote controlling
- Replies: 13
- Views: 1759
Re: Vehicle lag compensation not active when remote controlling
This is also an issue for me. I have a server that I host myself but even I have some latency as I'm not always at home. The lack of lag compensation for vehicles, specifically tanks as that's where I've encountered it currently, on map view is jarring. It sucks even more for my friends that are ...
- Tue Oct 29, 2024 3:38 pm
- Forum: Ideas and Suggestions
- Topic: Large Power Poles on Water
- Replies: 12
- Views: 1932
Large Power Poles on Water
Given the addition of elevated rails which are able to cross bodies of water, and other fluids. I think it befitting to allow large power poles, or potentially a crafted variant of them, to be placeable over water/other fluids. It's quite common to just run your power lines with your rails and ...
- Thu Oct 24, 2024 7:57 pm
- Forum: Won't fix.
- Topic: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one (MR)
- Replies: 10
- Views: 2790
Re: [2.0.9] Blueprint parameters with same value are collapsed to one.
I also agree this should be remedied, it's not very intuitive to need to change two instance of 4 to separate numbers before blueprinting. A possible idea would be to allow players to select values that are the same (or even different since it would be intentional) to consolidate into a single value ...
- Thu Oct 24, 2024 7:50 pm
- Forum: Duplicates
- Topic: Super force buidling not copying settings of logistics chest
- Replies: 1
- Views: 306
Super force buidling not copying settings of logistics chest
When super force building a chest, say a logistic storage chest, over top of an existing iron or steel chest you are able to place it in by hand. Upon placing by hand, the settings of the logistic chest are not inherited into the placed chest. I have tested this and attached some screenshots for how ...
- Thu Oct 24, 2024 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 53
- Views: 11296
Re: Please add a button to add a new blueprint parameter variable
Yes please, I was disappointed to find that I couldn't set a generic count variable parameter without needing a combinator. A good example I have is with wanting to set the number of stacks that an inserter will fill a chest with.
10-24-2024, 15-32-20.png
I can't have a variable `x` that I can ...
10-24-2024, 15-32-20.png
I can't have a variable `x` that I can ...
- Sat Jun 22, 2024 2:04 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 140149
Re: Friday Facts #416 - Fluids 2.0
My own two cents on this. I really like what new opportunities this opens up for how you structure your fluid network. The old system was quite restrictive and often required pump spam for high throughput builds and even then was still inconsistent leading to lost efficiency.
However I don't ...