Search found 21 matches
- Fri Sep 07, 2018 6:00 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46237
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
I just hope it won't mess up with programmable keyboard/keypad as someone who play with a Logitech G13...
- Sat Jul 14, 2018 1:31 am
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 39866
Re: Friday Facts #251 - A Fistful of Frames
I have never done any GPU computing or graphic engine code so I might be writing the most stupid thing ever here, but wouldn't a initial (X, Y) coordinate with X and Y offset be better ? If the GPU can always finish faster than the CPU on your code, wouldn't this make the CPU having to send less ini...
- Sat Jun 30, 2018 11:12 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79916
Re: Friday Facts #249 - Dead end exploration
Nice FFF ! Sync the object blueprint with the library is nice, but what if I want to modify it to make some experiment while keeping the original intact ? So here is my proposal : _Keep blueprint as an object. _Allow for right click to open a contextual menu with several options : Link/unlink, separ...
- Fri Nov 17, 2017 1:38 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 38631
Re: Friday Facts #217 - Just another Friday Facts
Reworking how the starting area works so that it always contains a predictable amount of resources. This means that every new map is feasible.
Making sure the starting area is not covered by trees.
Making sure the starting area is not covered by trees.
- Sun Oct 22, 2017 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Wagons capacity and weight
- Replies: 18
- Views: 10556
Re: Wagons capacity and weight
... Actually this is the funny part, I have all blueprint in mind, the layout and everything, but I don't know what throughput I'll get with that, so I'll simply try as much rocket launch per seconds as possible... Since my whole design is entirely extensible in every aspect it won't be a problem, ...
- Sun Oct 22, 2017 8:42 am
- Forum: Ideas and Suggestions
- Topic: Wagons capacity and weight
- Replies: 18
- Views: 10556
Re: Wagons capacity and weight
... OMG dude, no ! xD I'll need a 1000 wagons long train with those idea :lol: Tho I like the 2Γ2 and 3Γ2 chest idea, I had a mod like that and it was handy. ... I don't think you realise how big my base will be, I'll probably have over 2000 of the 3 engines+8 wagons length style train... And for m...
- Sat Oct 21, 2017 1:32 pm
- Forum: Ideas and Suggestions
- Topic: Wagons capacity and weight
- Replies: 18
- Views: 10556
Re: Wagons capacity and weight
Well, as example, I am actually more developing endgame setup in creative mode than "really playing", but my actual train for my oil setup test have 10 wagons, 17 tanker wagons (tho one is for Sulfuric Acid output), and 16 loco just to avoid them accelerating for years... Even with fully u...
- Sat Oct 21, 2017 8:14 am
- Forum: Ideas and Suggestions
- Topic: Wagons capacity and weight
- Replies: 18
- Views: 10556
Re: Wagons capacity and weight
I personally feel that having them with the same capacity that Iron Chest have would be better...
But I also agree with your argument, this is a nice comparison !
But I also agree with your argument, this is a nice comparison !
- Fri Oct 20, 2017 9:16 am
- Forum: Ideas and Suggestions
- Topic: Wagons capacity and weight
- Replies: 18
- Views: 10556
Wagons capacity and weight
I think the actual wagons capacity is too small, compared to the size an steel/logistic chest take, they should have way more inventory space. And to balance a higher capability, why not making their weight growing based on the percentage they are filled, regardless of the object to avoid needing ad...
- Mon Oct 16, 2017 10:28 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 36333
Re: Friday Facts #211 - The little things
I was just saying that actually those rules are not that hard, the hardest part might be to make a setup for the Kovarex process, it goes in your sense, there is no need to make nuclear easier as it not really that hard. And yes a lot is optional technically, but nuclear is even more, most other obj...
- Sun Oct 15, 2017 8:00 am
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 36333
Re: Friday Facts #211 - The little things
There's a mod called ghost copier that copies everything except cables I think Well, I would like to try this mod, but without cables... 2017-10-15 09_27_41-Greenshot.png Imagine putting all those by hand... :lol: But anyway, except Creative Mode for developing setups and experimenting and few visu...
- Sat Oct 14, 2017 9:33 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 36333
Re: Friday Facts #211 - The little things
Could we have a key combination that make it so, when placing a blueprint, everything in our construction range which is in our inventory is placed ? Well, that would just make construction bots and the personal roboport nearly superfluous. Well actually, if I suggested that, this is because manual...
- Mon Oct 09, 2017 10:55 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 36333
Re: Friday Facts #211 - The little things
This is great, but I think the Blueprint feature still need some important additions. First, what about automatic/blueprint Landfill and ghost blueprint on ghost Landfill, there is actually no way to put Landfill other than by hand even if the endgame is more played with the map than with the charac...
- Mon Oct 09, 2017 9:07 pm
- Forum: Off topic
- Topic: When you take circuit design way too seriously.
- Replies: 9
- Views: 5199
Re: When you take circuit design way too seriously.
1920x1080@60Hz is probably the most common monitor resolution among those who have a computer and play video games, 1440p is popular and even if 4K is really hyped it is still expensive and don't give that much more than 2k for human eyes to justify its price, so of course that it does the job.
- Fri Oct 06, 2017 1:12 pm
- Forum: Off topic
- Topic: When you take circuit design way too seriously.
- Replies: 9
- Views: 5199
Re: When you take circuit design way too seriously.
Nope, I am just a nerd and I use it for writing quick and temps things when I code softwares or do maths and other things. It is easy to erase so way better than paper and hand writing like that is IMO faster and than using a software. The board is actually on my bedroom next to my computer's left s...
- Tue Oct 03, 2017 10:13 pm
- Forum: Off topic
- Topic: When you take circuit design way too seriously.
- Replies: 9
- Views: 5199
When you take circuit design way too seriously.
And start using your board to write the maths and make a complex percentage based, oil processing controlling Curcuits setup rather than using the usual block the pump over/under said amount :D IMG_20171003_141123.jpg In my oil setup, in it's electric grid, a wire send toward all the setup the perce...
- Wed Jul 19, 2017 4:14 pm
- Forum: Ideas and Suggestions
- Topic: Circuit controlled splitter
- Replies: 1
- Views: 3489
Circuit controlled splitter
As the title indicate, I think the possibility to control Splitters through circuit network would be great, the ability to choose between two actions for a given condition. Since there is 4 possible actions, ON, OFF, LEFT only and RIGHT only, the best way to handle that might be to control each side...
- Tue Jul 18, 2017 10:10 pm
- Forum: Ideas and Suggestions
- Topic: Connection of circuit network over distances.
- Replies: 22
- Views: 12447
Re: Connection of circuit network over distances.
Hello. I know that the post is 2 years old, sorry for the resurrection, but I was about to post a suggestion about wireless circuit network anyway. My additional idea is about "channels" as in real life, several wireless can operate from the same antenna without interfering, because they u...
- Fri May 19, 2017 6:49 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168978
Re: Friday Facts #191 - Gui improvements
I like those idea ! "The granularity of 2 inventories is lost. Putting your entire inventory in a chest while keeping your toolbar inventory is no longer possible" Why not having another command or a button (probably next to the "filters") that transfer everything except filtered...
- Fri Dec 23, 2016 7:56 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 38697
Re: Friday Facts #170 - Blueprint library GUI design and redesign
I see a lot of reasons to not sharing some blueprints, it would be great if we could simply disable sharing with some blueprints. In a PVP game it would actually be negative to have shared blueprints, both stored and local. There is tons of idea I would like to test without having people looking at ...