Search found 87 matches

by aeros1
Wed Jan 18, 2017 9:12 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 63626

Re: Friday Facts #169 - Combat revisit 2

The solution to turret creep. Instead of just removing it or preventing it outright. would be to have the aliens have a form of creep, like zerg from starcraft. that prevents building on it. So that way you could only turret creep to the edge of their space, and then would have to drive in via tank...
by aeros1
Thu Jan 05, 2017 1:28 am
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 63626

Re: Friday Facts #169 - Combat revisit 2

I dunno why you really want classic maze or tower defence game mode. Really not fitting and not helping in main game development and spreading the precious time. IT is usually unhealthy. As for base defence why not integrate it into main game, because combat now is really dull, and nothing wants to ...
by aeros1
Mon Nov 21, 2016 9:44 pm
Forum: Angels Mods
Topic: Swimming in Quartz
Replies: 6
Views: 4217

Re: Swimming in Quartz

Quartz is plentiful in the early game, but this will start to even out when you start making more Transistors, CPUs, and Silicon Nitrite. Silicon will be burned rather quickly for Science Pack 4, Tier 6+ modules and Mk4 robots. Which depending on the size of your factory, may further incentivize yo...
by aeros1
Mon Nov 21, 2016 9:15 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 44836

Re: Friday Facts #165 - Death by a thousand cuts

Good to hear that you stopped doing strange not really helping ideas(which in fact could even slow down game(at least in case of circuit networks, I liked idea with pipes and belts), and decided to relook and optimized code. I hope for some multithreaded support(with sychoronization) or at least it ...
by aeros1
Tue Nov 15, 2016 5:20 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 158928

Re: [0.14.x] Bob's Mods: General Discussion

At time you require so much science pack, it's usually not problem of logistic, since at that time you use bots to deliver bottles. base game has only 4 i think, so that's just 2 belts, which is simple, but even with 8 you can go with 4 belts, not mention you can go up to 3 belts each side with lon...
by aeros1
Wed Oct 19, 2016 12:29 am
Forum: Angels Mods
Topic: Bus or not to Bus
Replies: 34
Views: 18918

Re: Bus or not to Bus

Secret of bussing is knowing how long you need this or another buss, and not prolifirate it too far. Like iron gears at some point become useless and got replaced with other gears. So you don't need to buss them too far. Same with ores. Might help with buss reduction.
by aeros1
Sun Oct 16, 2016 5:31 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 158928

Re: [0.14.x] Bob's Mods: General Discussion

Would it be possible to make a new logistic chest? I believe the game is currently missing a storage chest that can filter it's content, so one could better organize what should be stored and where Actually robots try to store items one type of item per chest if they can if there is no empty chest ...
by aeros1
Sun Oct 16, 2016 11:11 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 114828

Re: Friday Facts #160 - Playtesting

Regarding biters: Biters definitely need more variety, better AI, more interesting bases, more options to adjust their difficulty at the start of the game: number of concurrent attacks, how much bigger their forces get, etc. However Biters that bypass all your defenses and appear in the middle of y...
by aeros1
Sun Oct 16, 2016 10:50 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 114828

Re: Friday Facts #160 - Playtesting

Interesting, I see what you mean and that would be very annoying. Personally I never ran into it as bad as you did. Are you aware that you can hold shift I believe to have the rail layer go through tress instead of around them? Are you building a lot of custom rail sections? I'm asking because blue...
by aeros1
Sun Oct 16, 2016 6:10 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 114828

Re: Friday Facts #160 - Playtesting

After reading a guy proposing electric boiler I got better idea can tier 2 boiler accept as fuel flamable liquids like raw oil, petrolium gas, havy oil, light oil, or liquid fuel, basically any liquid having fuel energy value.
by aeros1
Sun Oct 16, 2016 5:07 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 114828

Re: Friday Facts #160 - Playtesting

is an MK2 roboport too much to ask? Now I'm dropping 10 of them at high-throughput area's just because they can't recharge the delivery-bots fast enough and even then they're all covered in circles with dozens of bots waiting to recharge :( Modular roboports from bob's mods. Those are great.(have s...
by aeros1
Sat Oct 15, 2016 9:33 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 158928

Re: [0.14.x] Bob's Mods: General Discussion

Would it be possible to make a new logistic chest? I believe the game is currently missing a storage chest that can filter it's content, so one could better organize what should be stored and where Actually robots try to store items one type of item per chest if they can if there is no empty chest ...
by aeros1
Tue Oct 11, 2016 1:11 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 310336

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Sorry if this question asked before. But is it possible to make logistic network transmitter or other item to have option to transmit data from Circuit network to logistic network. Could be usefull if someone needs to transmit general data, from local circuit network to global logistic.
by aeros1
Fri Sep 23, 2016 12:41 pm
Forum: Ideas and Suggestions
Topic: clock combinator
Replies: 23
Views: 8157

Re: clock combinator

But solar panels give out power and combinators need power to work. No power, no signal. Ahh, *light bulb going out* :). Didn't consider that. So a solar cell, a power pole and a constant combinator all isolated on their own power network will give off any signal wanted whenever there is enough lig...
by aeros1
Thu Sep 22, 2016 4:43 am
Forum: Ideas and Suggestions
Topic: clock combinator
Replies: 23
Views: 8157

Re: clock combinator

if there is need to turn off power for power hungry objects at night why not use single solar cell, small pole and constant combinator near it? As long as combinator not in range of other poles connected to power structure or connected to power network, you have day/night sensor.
by aeros1
Mon Sep 12, 2016 9:09 pm
Forum: Ideas and Suggestions
Topic: Timer / Timed Trigger / Pulse / Threshold recognition
Replies: 19
Views: 11673

Re: Timer / Timed Trigger / Pulse / Threshold recognition

Sorry, but I really think you don't understand the basic idea. Which is: slow down processing of some circuit networks (where you use that device). So that it is not needed to calculate it every tick. I don't understand what you mean with network priorities; that ain't gonna work, that makes networ...
by aeros1
Mon Sep 12, 2016 6:59 pm
Forum: Ideas and Suggestions
Topic: Timer / Timed Trigger / Pulse / Threshold recognition
Replies: 19
Views: 11673

Re: Timer / Timed Trigger / Pulse / Threshold recognition

How to tell you. Hmm, let's say do you know why the fastest processes are usually stream based? No not because everyone likes to send information without right to change it. Because they are fast. If you come to some object and start woriking with it it is usually much faster finish working with it ...
by aeros1
Mon Sep 12, 2016 10:44 am
Forum: Ideas and Suggestions
Topic: Timer / Timed Trigger / Pulse / Threshold recognition
Replies: 19
Views: 11673

Re: Timer / Timed Trigger / Pulse / Threshold recognition

Constant combinators don't change values, when in a loop with a decider combinator it's the decider that's changing the value. This is probably the trickiest case to solve because you have two entities theoretically both producing constants. There will probably have to be specialised code for loope...
by aeros1
Mon Sep 12, 2016 9:27 am
Forum: Ideas and Suggestions
Topic: Timer / Timed Trigger / Pulse / Threshold recognition
Replies: 19
Views: 11673

Re: Timer / Timed Trigger / Pulse / Threshold recognition

More likely each device that is connected to a network posts its network in a table when its value changes, then the table is looped. No need to query every combinator. Also you might have several timers, or even many in big bases, all for varying tasks. There are also some solutions where it would...
by aeros1
Mon Sep 12, 2016 9:04 am
Forum: Ideas and Suggestions
Topic: Timer / Timed Trigger / Pulse / Threshold recognition
Replies: 19
Views: 11673

Re: Timer / Timed Trigger / Pulse / Threshold recognition

I believe what Ssilk is getting at is an actual timer entity. Currently the solution is a constant combinator linked to a decider combinator looped to itself and linked to another decider combinator that triggers once a certain number is reached (such as 0). Currently there is no problem with this ...

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