Search found 145 matches

by DerGraue
Tue Oct 13, 2020 10:34 am
Forum: PyMods
Topic: Hot Air first recipe
Replies: 1
Views: 304

Hot Air first recipe

This is some feedback on the early part of pyanodon mods. So I recently started playing with PYmods and got the first science part done. One of the first things you unlock is "Hot Air", which can increase the production of glassware and other stuff. To produce Hot Air you require: pressurized Air (t...
by DerGraue
Wed Sep 02, 2020 3:26 pm
Forum: Gameplay Help
Topic: How can I block a ghost/blueprint from being constructed?
Replies: 3
Views: 173

Re: How can I block a ghost/blueprint from being constructed?

Just remove all the blueprints you do not want to build by either rightclicking or with the deconstruction planer. Then just let the bots build what you want them to build. If you want to build the rest, just place the blueprint on top of the build and all the missing pieces will be placed. Existing...
by DerGraue
Wed Sep 02, 2020 2:08 pm
Forum: Balancing
Topic: Chests should have a max bots/s limit and more
Replies: 41
Views: 1593

Re: Chests should have a max bots/s limit and more

If bots can visit chests only 1 per second I simply build more chests. How is that more fun? - Add a congestion mechanism of some sort. Maybe just the bots slowing down based on how many other bots are on top of them. That wouldn't be very CPU intensive. Yes, it would be. Very much so. The game woul...
by DerGraue
Sat Aug 22, 2020 6:41 am
Forum: General discussion
Topic: Have Some Questions Before I Buy.
Replies: 101
Views: 73865

Re: Have Some Questions Before I Buy.

Does actual live game get easier or are these tutorials disproportionately hard for new players? You can setup the difficulty of the normal game to any difficulty you like. That includes biters (enable, disable, increase, reduce), amount of available resources, obstacles (water, cliffs, trees) and ...
by DerGraue
Sun Jun 28, 2020 12:25 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 13370

Re: Request: Max number of trains for stations

There is one inconsistency between some of posts here. Since there is request for repathing a train that is closer to loading/unloading train stop, that means request is to force train already in stacker that was heading to a trap train stop, to now repath to another train stop (same station). When...
by DerGraue
Sat Jun 27, 2020 10:56 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 13370

Re: Request: Max number of trains for stations

@boskid I wrote this before and I think it is very important, so I write it again: this system will only work if the trains that are assigned to a "limited" station can remember that specific station (call it "station ID") regardless of the name and will only go to that specific station once it has ...
by DerGraue
Tue Jun 16, 2020 9:37 am
Forum: General discussion
Topic: Meaningful Content Update
Replies: 85
Views: 6205

Re: Meaningful Content Update

Why is it hard to understand some players enjoy the building / layout aspect of the game, others enjoy managing threats and the tower defense mini game, while others, like myself, enjoy both? This is exactly why your suggestions of "meaningful content update" are horrible. Flying biters, events wit...
by DerGraue
Sat Jun 13, 2020 8:15 am
Forum: Gameplay Help
Topic: convert every constant signal to pulse only when signal turns on
Replies: 3
Views: 240

Re: convert every constant signal to pulse only when signal turns on

Directly above this post are sticky posts. One of them is called "Combinators 101 (Link)". You might want to read that one.
by DerGraue
Wed Jun 10, 2020 6:12 pm
Forum: Pending
Topic: [0.18.31-34] UPS drop with construction robots placeing many rails
Replies: 6
Views: 454

Re: [0.18.31] UPS drop with construction robots placeing many rails

probably repath lag. Whenever you put down a piece of rail all the active trains repath regardless if they can use those rails or not. If your train network is large enough + you have enough trains you will always see this and it gets worse the larger the base and the more trains you have.
by DerGraue
Wed Jun 03, 2020 8:08 pm
Forum: Gameplay Help
Topic: Confused of support/demand ratio for steel plate production
Replies: 7
Views: 427

Re: Confused of support/demand ratio for steel plate production

Since you managed to miscount here is a pro tip for counting: select a blueprint or decon planer and mark a row of smelters or whatever you want to count without releasing the mouse button. It will display the amount of items you have marked.
by DerGraue
Tue Jun 02, 2020 10:40 pm
Forum: Gameplay Help
Topic: Confused of support/demand ratio for steel plate production
Replies: 7
Views: 427

Re: Confused of support/demand ratio for steel plate production

Your 4x4 balancer is not balancing, it is missing a splitter either before or after the 2 undergrounds. But that is probably not causing the last smelter to not get enough resources. Double check if the ore line going into the smelter is always without gaps, that's debug options, transport lines, I ...
by DerGraue
Sun May 31, 2020 12:34 pm
Forum: Gameplay Help
Topic: Logistic network says N/A
Replies: 2
Views: 199

Re: Logistic network says N/A

Your logistic request is Uit, try Aan.
by DerGraue
Tue May 19, 2020 7:24 pm
Forum: Gameplay Help
Topic: [0.18.25] Cannot Import Blueprints
Replies: 5
Views: 403

Re: [0.18.25] Cannot Import Blueprints

At the bottom of your game is the shortcut bar. At the right side of that there is an extra square containing several things like blueprints or deconstruction planer. There is a tiny button with 3 dots that allows you to customize that bar. One of those options is import blueprint string.
by DerGraue
Tue May 19, 2020 3:04 pm
Forum: Gameplay Help
Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
Replies: 11
Views: 406

Re: [0.18.24] Unpredictable number of science packs preloaded into laboratory

the labs that you are showing in your images also have 2 input inserters, one from the belt, one from the adjacent lab. If the inserters want to insert a new pack, both of them will do so at the same time, depending on if there are items on the belt and if there are items left in the lab. Therefore ...
by DerGraue
Fri May 15, 2020 3:43 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 6019

Re: Friday Facts #347 - New hope demo levels

SuperSandro2000 wrote:
Fri May 15, 2020 3:33 pm
To be honest the cliff just vanishes into thin air. No explosions or something.
True. With the new particle system it should be possible to make them crumble into the ground.
by DerGraue
Tue May 05, 2020 1:46 pm
Forum: Gameplay Help
Topic: [0.18.22]Logistics system problems
Replies: 4
Views: 292

Re: [0.18.22]Logistics system problems

If robots need to repair something they can also take the repair pack out of a passive provider, buffer or logistic chest. ( red, green or yellow chest).

Do not put them into the roboport with the inserter.
by DerGraue
Fri Apr 17, 2020 10:21 am
Forum: Gameplay Help
Topic: Is this the end of my playthrough?
Replies: 13
Views: 955

Re: Is this the end of my playthrough?

1) Without analysing my base - I wouldn't expect anyone to go through that painful task - does the community think that switching to solar may be enough to save this base? 2) Can anyone provide insight into where most of the processing is going, from the debug screenshot? 3) Is my computer just too...
by DerGraue
Wed Mar 25, 2020 7:26 pm
Forum: Gameplay Help
Topic: Issues understanding combinators output
Replies: 7
Views: 393

Re: Issues understanding combinators output

maybe one more note: the tick before tick 0 either was literally the first tick, or it had some values X != M

if you have a combinator like that "(X = M) output 1 P", then it will output 1 P if there is no input, because X and M are both 0
by DerGraue
Wed Mar 25, 2020 12:47 pm
Forum: Gameplay Help
Topic: Issues understanding combinators output
Replies: 7
Views: 393

Re: Issues understanding combinators output

It's the same reason why it does not output P =1 on tick 0. Combinator output is always delayed by 1 tick. This goes for every entity.
The combintor outputs P = 1 in tick 2 because in tick 1 the condition was true.
by DerGraue
Sat Mar 14, 2020 8:45 pm
Forum: Gameplay Help
Topic: integer overflow
Replies: 8
Views: 463

Re: integer overflow

Also coppercoil showcased the magic already quite well (although a 0 snuck in where it don't belong)

127 = 0111 1111
127 x 127 = 16129 = 0011 1111 0000 0001

Go to advanced search