Search found 13 matches

by Vasya228
Wed Dec 04, 2024 4:39 am
Forum: Duplicates
Topic: [2.0.23] Small chests requests are being rounded to zero while modifying it with sliders
Replies: 1
Views: 62

[2.0.23] Small chests requests are being rounded to zero while modifying it with sliders

1) Set small requests for an item less than a stack size not far from each other, for example, yellow belt, min=5, max=20 2) move any slider just a little bit 3) both requests are being reset to 0 My particular usecase is that modifying max to infinity also resets min to 0, which is extremely annoyi...
by Vasya228
Wed Nov 27, 2024 5:49 pm
Forum: Duplicates
Topic: [2.0.21] Thruster of rare quality has consumption value with too many digits
Replies: 1
Views: 148

[2.0.21] Thruster of rare quality has consumption value with too many digits

Thruster consumption number for Rare quality looks weird. Should it be just 9.6?

thruster.png
thruster.png (469.77 KiB) Viewed 148 times
by Vasya228
Mon Nov 25, 2024 9:16 pm
Forum: Ideas and Suggestions
Topic: Fixing spamming cargo pods
Replies: 2
Views: 225

Re: Fixing spamming cargo pods

If you control requests with circuit network, you can request one stack of items using selector combinator. It has an option "Stack size" which outputs a stack of items for every signal it receives. If you have a request larger than one stack you can also round it up to a number of full st...
by Vasya228
Mon Nov 25, 2024 9:10 pm
Forum: Ideas and Suggestions
Topic: Allow configuring inserter filter settings while "use filters" is disabled
Replies: 2
Views: 125

Re: Allow configuring inserter filter settings while "use filters" is disabled

Maybe this could be solved by allowing inserters to use "*" (everything or anything) signal as a filter.
by Vasya228
Mon Nov 25, 2024 8:25 pm
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 21
Views: 2355

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item

For logistic network I kinda solved it by offloading fresh products to a storage chest (yellow) with an inserter, and then unloading most spoiled to a passive provider chest (red) when yellow has more than N items. From the red chest most spoiled get offloaded right into a heating tower in the same ...
by Vasya228
Fri Nov 22, 2024 5:18 pm
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 21
Views: 2355

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item

danbopes wrote: ↑Thu Nov 21, 2024 10:11 pm Buckets will just reduce functionality for no good reason.
I think that spoiled value should be kept, and buckets added just to simplify products management, and maybe UI, eg specifying a filter for a belt splitter.
by Vasya228
Thu Nov 21, 2024 9:51 pm
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 21
Views: 2355

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item

+1 to this. Also I feel like there should be not a value but a few buckets similar to quality, eg fresh (100%..75%), mildly fresh (75%..50%), not so fresh(50%..25%) and nearly spoiled (25%..0%). It should also allow insertes to pick more spoiled or more fresh from each bucket. My usecase: I want to ...
by Vasya228
Wed Oct 23, 2024 7:37 pm
Forum: Ideas and Suggestions
Topic: 2.0 update warning for 1.1 players
Replies: 5
Views: 412

Re: 2.0 update warning for 1.1 players

aka13 wrote: ↑Wed Oct 23, 2024 7:19 pm it literally tells you that shit will break with a huge button
Actually, it only says how awesome the new version is (and it is!) and nothing about remaining saves.
Also, this screen shows up after an update, when I can't do anything to prevent that.
by Vasya228
Wed Oct 23, 2024 6:29 pm
Forum: Ideas and Suggestions
Topic: 2.0 update warning for 1.1 players
Replies: 5
Views: 412

2.0 update warning for 1.1 players

After a recent update I have to make huge changes to my 1.1 base to keep playing, e.g. rebuild all curved rails with new ones (still cant believe this). I suggest that there is a warning for 1.1 players which tells about irreversible incompatible changes they will face after an update: 1) that they ...
by Vasya228
Wed Oct 23, 2024 4:38 pm
Forum: Gameplay Help
Topic: [2.0] Rebuild all rails in an 1.x base
Replies: 6
Views: 1900

Re: [2.0] Rebuild all rails in an 1.x base

no rebuilding work should be "required" I try to expand my rail network to fix fluid warnings, and I end up with this kind of rail placement (see attachment). I can not see how I fix that in a good way without rebuilding the whole intersection, which would require rebuilding all rails aro...
by Vasya228
Wed Oct 23, 2024 12:58 am
Forum: Not a bug
Topic: [2.0.8] Tech not explored after update from 1.x
Replies: 1
Views: 106

[2.0.8] Tech not explored after update from 1.x

After an auto-upgrade to 2.0.8 from the latest 1.x release some basic tech is shown as unexplored, see screenshot.
Obviously, all of it is explored and widely used :)
bug.png
bug.png (392.61 KiB) Viewed 106 times
by Vasya228
Wed Oct 23, 2024 12:40 am
Forum: Gameplay Help
Topic: Dynamically setting train station names
Replies: 5
Views: 1554

Re: Dynamically setting train station names

I was playing with universal unload for a while, and my solution is to - make an "unload" station with purple chests - make lots of "requester" stations for each resource I want, an set limit on them from 0 to 1 when a threshold for a resource is reached; they may be placed in a ...
by Vasya228
Tue Oct 22, 2024 11:18 pm
Forum: Gameplay Help
Topic: [2.0] Rebuild all rails in an 1.x base
Replies: 6
Views: 1900

[2.0] Rebuild all rails in an 1.x base

I've just got auto-updated to 2.0.8 from the latest 1.x release, and now I cant add rails to my existing base where I need it (error is "legacy rail is in the way" or something). Is there any workaround or fix available? Also I noticed that rail turn radius in now larger, and as I use roun...

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