Search found 21 matches

by Demongornot
Fri Sep 07, 2018 6:00 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 18257

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...
by Demongornot
Sat Jul 14, 2018 1:31 am
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 17577

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...
by Demongornot
Sat Jun 30, 2018 11:12 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 29265

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...
by Demongornot
Fri Nov 17, 2017 1:38 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 17555

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.

Image
by Demongornot
Sun Oct 22, 2017 2:14 pm
Forum: Ideas and Suggestions
Topic: Wagons capacity and weight
Replies: 18
Views: 3855

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, ...
by Demongornot
Sun Oct 22, 2017 8:42 am
Forum: Ideas and Suggestions
Topic: Wagons capacity and weight
Replies: 18
Views: 3855

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 2×2 and 3×2 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...
by Demongornot
Sat Oct 21, 2017 1:32 pm
Forum: Ideas and Suggestions
Topic: Wagons capacity and weight
Replies: 18
Views: 3855

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 unzoomed vi...
by Demongornot
Sat Oct 21, 2017 8:14 am
Forum: Ideas and Suggestions
Topic: Wagons capacity and weight
Replies: 18
Views: 3855

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 !
by Demongornot
Fri Oct 20, 2017 9:16 am
Forum: Ideas and Suggestions
Topic: Wagons capacity and weight
Replies: 18
Views: 3855

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...
by Demongornot
Mon Oct 16, 2017 10:28 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 17051

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...
by Demongornot
Sun Oct 15, 2017 8:00 am
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 17051

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...
by Demongornot
Sat Oct 14, 2017 9:33 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 17051

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...
by Demongornot
Mon Oct 09, 2017 10:55 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 17051

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...
by Demongornot
Mon Oct 09, 2017 9:07 pm
Forum: Off topic
Topic: When you take circuit design way too seriously.
Replies: 9
Views: 2343

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. :D
by Demongornot
Fri Oct 06, 2017 1:12 pm
Forum: Off topic
Topic: When you take circuit design way too seriously.
Replies: 9
Views: 2343

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...
by Demongornot
Tue Oct 03, 2017 10:13 pm
Forum: Off topic
Topic: When you take circuit design way too seriously.
Replies: 9
Views: 2343

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...
by Demongornot
Wed Jul 19, 2017 4:14 pm
Forum: Ideas and Suggestions
Topic: Circuit controlled splitter
Replies: 1
Views: 1209

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...
by Demongornot
Tue Jul 18, 2017 10:10 pm
Forum: Ideas and Suggestions
Topic: Connection of circuit network over distances.
Replies: 22
Views: 3850

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 use differe...
by Demongornot
Fri May 19, 2017 6:49 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 73841

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 objects to a chest ...
by Demongornot
Fri Dec 23, 2016 7:56 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 20920

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 ...

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