Search found 10 matches
- Fri Oct 25, 2024 6:19 pm
- Forum: News
- Topic: Friday Facts #434 - Galaxy of Fame
- Replies: 47
- Views: 15691
Re: Friday Facts #434 - Galaxy of Fame
This is a wild idea, but I wonder if you could release something like "Space Age Lite" on switch. Technologies like elevated rails still enchance the experience, but by themselves don't require extra RAM. I suspect you could remix some of the Space Age content into content still available on Nauvis ...
- Fri Sep 27, 2024 5:41 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 67807
Re: Friday Facts #430 - Drowning in Fluids
Of all the ways to limit omni-pipes, arbitrary 250x250 grid has got to be the least intuitive one.
I'd much rather have a limit of total volume of a pipe network (pipes + actual lengths of undergrounds). Or the longest possible path between two points in the pipe network. Those are things that can ...
I'd much rather have a limit of total volume of a pipe network (pipes + actual lengths of undergrounds). Or the longest possible path between two points in the pipe network. Those are things that can ...
- Fri May 24, 2024 5:08 pm
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 16904
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Already waiting for a video by some circuit wizard controlling remote parts of their factory through Undo/Redo Morse code (flipping a single piece of belt and counting how many items end up each direction)
- Sat Mar 16, 2024 6:53 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 48734
Re: Friday Facts #402 - Lightspeed circuits
Wouldn't radars having channels actually make the circuits easier, outside of just transmission? Right now you can build many separate networks, your main concern is the chaos of cables it involves. If you add an entity with channels you add a way to simplify that chaos by separating the networks ...
- Fri Mar 15, 2024 6:02 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 48734
Re: Friday Facts #402 - Lightspeed circuits
Seeing the flashing progress bars on the ultra speed crafting immediately made me think about idle/clicker games like Adventure Capitalist, where when you start producing too much the "progress bar" becomes a continuous animation and instead of current progress you see amount produced per second.
I ...
I ...
- Tue Jul 22, 2014 4:54 pm
- Forum: Modding help
- Topic: How to change inserters' destinations
- Replies: 4
- Views: 2565
Re: How to change inserters' destinations
Yeah, that's why I wanted to avoid replicating inserters myself. I'll mess around making more prototypes for some time, and if that fails, well, I'll wait for devs to expand modding possibilities :P
EDIT:
Okay, that was unexpected, but few for loops in prototype allowed to make inserters with ...
EDIT:
Okay, that was unexpected, but few for loops in prototype allowed to make inserters with ...
- Tue Jul 22, 2014 3:46 pm
- Forum: Modding help
- Topic: How to change inserters' destinations
- Replies: 4
- Views: 2565
Re: How to change inserters' destinations
Thanks, that's what I was afraid might be the case. I had no access to data:extend from control.lua, so prototyping new inserters on the go does not work anyway. The only "solution" I can think of now is to create inserters for all possible configurations, and just call game.createentity with the ...
- Tue Jul 22, 2014 11:15 am
- Forum: Modding help
- Topic: How to change inserters' destinations
- Replies: 4
- Views: 2565
How to change inserters' destinations
Hello,
I recently started working on my first small mod (first one that is meant to be consistent), and one of my ideas is to have an inserter with ability to choose where from and where to the inserter should be transporting items.
I set up an event listener onbuiltentity, obtained handle ...
I recently started working on my first small mod (first one that is meant to be consistent), and one of my ideas is to have an inserter with ability to choose where from and where to the inserter should be transporting items.
I set up an event listener onbuiltentity, obtained handle ...
- Mon Jul 21, 2014 12:32 pm
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 106524
Re: [beta] Wagons: More train stuff
Now add Drill cariages, oven carriages, lab carriages, steam engine carriages, and some mobile inserters to transport stuff between them, add that to automated rail placing from other mod and we could have whole factories on rails. Just driving, in search for new territory, laying it's own tracks ...
- Sun Jun 29, 2014 7:05 pm
- Forum: News
- Topic: Friday Facts #40
- Replies: 73
- Views: 53584
Re: Friday Facts #40
Am I a damage to the community by thinking that old "power ranger" model was cute, and has become somewhat cannon? I'll simply miss it when it's gone. (Modders, I am looking at you to make old ranger available even after introduction of a new model :P )
Anyway, can't wait to get my hands on ...
Anyway, can't wait to get my hands on ...