Search found 26 matches

by nova4x
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
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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

AileTheAlien wrote: Tue Oct 29, 2024 5:08 pm :idea: Seems fair to me!
I actually think this is a bad idea now, because it trivializes Fulgora. :?
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.
by nova4x
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 ...
by nova4x
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
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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

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.
Cool, may I ask what makes this different to implement compared to the current lag compensation when the vehicle is player controlled?
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...
by nova4x
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 ...

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