Search found 35 matches

by Ranec1
Thu Nov 28, 2024 3:02 pm
Forum: Gameplay Help
Topic: Can I read the "full" status of an inserter, assembler, or chest?
Replies: 4
Views: 207

Re: Can I read the "full" status of an inserter, assembler, or chest?

You might be able to use n+1 machines to pull this off with a circuit. Read the recipe from the "1" and compare to the contents the others. Subtract one from the other. Check for +/- then output anything low. You may be able to add a counter system to track efficiency too! The main annoyan...
by Ranec1
Fri Nov 22, 2024 4:35 pm
Forum: Ideas and Suggestions
Topic: Odd armor gridsize
Replies: 13
Views: 541

Re: Odd armor gridsize

I like neighbor bonuses because it gives a reason to specialize multiple armors. One might have a bunch of lasers. Another might have roboports. A running set with 10 exoskeletons. Right now, I find it not worthwhile to specialize.
by Ranec1
Thu Nov 21, 2024 10:58 pm
Forum: General discussion
Topic: Landing Pad Planet Limit
Replies: 4
Views: 476

Landing Pad Planet Limit

Is there a practical reason cargo landing pads are limited to one per planet? Balance-wise, it would allow sending material cross-planet but that is pretty expensive in most cases. You could target items to different locations. It would also cause possible conflicts from multiple requestors. Since y...
by Ranec1
Thu Nov 21, 2024 10:48 pm
Forum: Ideas and Suggestions
Topic: Odd armor gridsize
Replies: 13
Views: 541

Re: Odd armor gridsize

Quite a few mods have odd sizes. So it is still helpful there.

Rotating would be an awesome feature. Also, having neighbor bonuses for some types of items too!
by Ranec1
Mon Nov 18, 2024 9:05 pm
Forum: Gameplay Help
Topic: Additional slot in the locomotive
Replies: 4
Views: 295

Re: Additional slot in the locomotive

My guess is because if spoilage and mod support.

I assume you could burn things from Gleba that have fuel value but if the train is idle the may spoil.

Some mods use nuclear trains and steam so end with depleted or spent fuel.
by Ranec1
Mon Nov 18, 2024 2:14 pm
Forum: Gameplay Help
Topic: Space Ship Stuck...
Replies: 3
Views: 256

Re: Space Ship Stuck...

Silly question first: Do you have thrusters and fuel loaded into them?
by Ranec1
Sat Nov 16, 2024 12:31 pm
Forum: Gameplay Help
Topic: SA: Two progress bars in the rocket silo?
Replies: 3
Views: 375

Re: SA: Two progress bars in the rocket silo?

Also, the rocket animation plays between each so there is an upper limit in rockets/minute you can achieve.
by Ranec1
Thu Nov 14, 2024 6:49 pm
Forum: Ideas and Suggestions
Topic: Pop-Up Preventing Logistics Networks Merging by Accident
Replies: 4
Views: 280

Re: Pop-Up Preventing Logistics Networks Merging by Accident

The popup could be suppressed unless there are >n roboports. It is unlikely you are merging networks with 50+ together usually. Maybe single digits when building out. ----- Not perfect but could this be solved with a circuit signal? A silly way, that would work today, is to have one singular item in...
by Ranec1
Thu Nov 14, 2024 6:03 pm
Forum: Ideas and Suggestions
Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Replies: 72
Views: 6812

Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

I agree that an expensive solution before foundations would be nice. Maybe like 5 larger power lines and a bit of tungsten. Ironically, it is because lightning actually makes things too easy I think. So not having it is more of nuisance. I plop down 50-100 accumulators and then never think about it ...
by Ranec1
Thu Nov 14, 2024 2:12 am
Forum: Gameplay Help
Topic: Multi-Item Train Stations
Replies: 17
Views: 1422

Re: Multi-Item Train Stations

Can you give an example of multi-items and expectations? I can think of a few different scenarios.

For example, are there multiple suppliers, destinations, trains per stop? Are all items used at all stops or will some empty without others? Should the train re-supply when any item is zero?
by Ranec1
Tue Nov 12, 2024 4:41 pm
Forum: Gameplay Help
Topic: Aquilo: platform design troubles
Replies: 12
Views: 1843

Re: Aquilo: platform design troubles

Nuclear is easier in my opinion.

Get a quality reactor and turbines. It doesn't take up much space. Also, you can put steam in a tank to store the "water" for travelling.

You also use less water with the calcite based fuels too.
by Ranec1
Tue Nov 12, 2024 3:57 pm
Forum: Gameplay Help
Topic: Heating Tower <1000Β°
Replies: 1
Views: 323

Heating Tower <1000Β°

Is there a benefit to burning things when already at maximum temperature? If steam had a temperature value that reflected power it would matter. Without that the only benefit I can see is around really far off heat pipes but the benefit is probably negligible versus ~950Β°. With nuclear partner bonus...
by Ranec1
Tue Nov 12, 2024 3:49 pm
Forum: Ideas and Suggestions
Topic: You should be able to toss the ice back into the ocean of Aquilo
Replies: 8
Views: 1288

Re: You should be able to toss the ice back into the ocean of Aquilo

kaijyuu wrote: ↑Mon Nov 11, 2024 3:29 pm And if fluid dumping is allowed, that might solve ice too, though we'd have to melt it first.
This reminds be of a mod, maybe SE, that has a way to evaporate steam with a turbines. This costs power and a bit of space as a tradeoff to overproduction.
by Ranec1
Mon Nov 11, 2024 12:49 am
Forum: Ideas and Suggestions
Topic: You should be able to toss the ice back into the ocean of Aquilo
Replies: 8
Views: 1288

Re: You should be able to toss the ice back into the ocean of Aquilo

I am torn in this. Thematically, the ground if Vulcanis is a shell over lava so the things "go" somewhere. On other planets small holes are more like lakes and the things would just stay there. Practically, I could see all oceans act like the lava. Water is infinite so why not depth too :)
by Ranec1
Mon Nov 11, 2024 12:45 am
Forum: Ideas and Suggestions
Topic: Deleting a Logistics Request Section needs to have an "Are you sure?" prompt
Replies: 2
Views: 183

Re: Deleting a Logistics Request Section needs to have an "Are you sure?" prompt

Some mods use the double click with delay as well. So if you click once you would need to wait a few seconds go confirm or it stays.
by Ranec1
Mon Nov 11, 2024 12:42 am
Forum: Ideas and Suggestions
Topic: [2.0.15] Suggestion (QoL): Centrifuge ingredient limit
Replies: 5
Views: 273

Re: [2.0.15] Suggestion (QoL): Centrifuge ingredient limit

This is kind of fixed in Space Age as you can read a machines contents then stop inserting. You need two filter inserters since one inserter would block u238 as well.

Also useful on Gleba as nutrients have stacks of 100 but spoil quickly.
by Ranec1
Mon Nov 11, 2024 12:30 am
Forum: Ideas and Suggestions
Topic: Option to insert one module at a time without opening machine UI
Replies: 7
Views: 328

Re: Option to insert one module at a time without opening machine UI

Agreed on making this easier. Especially, the ability to copy and paste when mixing modules is annoying. It may be a mod, but I thought the green Alt+M button was added as part of the base game. You can right click to add a single module. However, it is finicky when mixing types or qualities. It als...
by Ranec1
Sun Nov 10, 2024 6:49 pm
Forum: Technical Help
Topic: Slow startup of the game
Replies: 7
Views: 501

Re: Slow startup of the game

Look up memory mapping and page cache if you are interested. There is volatile application memory programs use while executing. This is wiped each time the program stops. Separately the operating system or program can pull parts of files from disk into memory for readonly purposes. Think things like...
by Ranec1
Sun Nov 10, 2024 6:37 pm
Forum: Gameplay Help
Topic: Main bus newbie question
Replies: 16
Views: 1273

Re: Main bus newbie question

Also, as my train network gets running I move lower tier things, like green circuits and engines, to their own train stops outside the main factory. You just end up needing too many to centralize. Others, like copper wires and gears are easier to make right where you need them and results in a fewer...
by Ranec1
Sun Nov 10, 2024 6:30 pm
Forum: General discussion
Topic: Active provider (purple) chests redundant in 2.0?
Replies: 15
Views: 1507

Re: Active provider (purple) chests redundant in 2.0?

I think the general answer is yes. It may even have slightly higher capacity to boot.

Only downside I can think of is that the limited trash slots with mixed inputs might lead to never getting certain items out.

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