I don't post that often, but...
This single FFF is enough to remind me why I had such a weird feeling last week, when I thought "well, this is it".
I'm of course aware we'll still get bugfixes and the game is not going anywhere, I *will* definitely play it over and over, but there is still this ...
Search found 58 matches
- Fri Jun 05, 2026 3:37 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 21351
- Fri Nov 20, 2020 11:17 am
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 37
- Views: 69912
Re: Compact 4.8 GW Nuclear Reactor
This explains that ^^Nosferatu wrote: Fri Nov 20, 2020 11:12 am Oh! My reactors blueprint says V1.1 - the newest one is V1.4
I didn't update the control systems on my nuclear reactor
Nope. Don't change anything.
Thanks for your input nonetheless, it made me have a closer look at the whole circuitry, so that's not lost at all !
- Fri Nov 20, 2020 10:23 am
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 37
- Views: 69912
Re: Compact 4.8 GW Nuclear Reactor
Ok this explains why I was confused.
In your first post, you mentioned that the signal was only issued for 1 tick, and that you changed from C=0 to C<5.
But in my setup (fresh blueprint install), this combinator checks C<=32, so I'm unsure if I should set it to C<20 as per your screenshot...
In your first post, you mentioned that the signal was only issued for 1 tick, and that you changed from C=0 to C<5.
But in my setup (fresh blueprint install), this combinator checks C<=32, so I'm unsure if I should set it to C<20 as per your screenshot...
- Fri Nov 20, 2020 1:44 am
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 37
- Views: 69912
Re: Compact 4.8 GW Nuclear Reactor
Thanks. This reactor has powered my base for more than 200 hours now ;)
However now that I'm running it at full capacity I noticed a glitch with the reactor feeding.
Once in a while a reactor misses it's fuel intake.
I monitored the combinator that calculates the numbers of reactors - it ...
- Tue Nov 17, 2020 12:46 pm
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 14898
Re: Combination of Crafting and Logistics Menu
So elegant and obvious now you've suggested it... Would have loved to come up with this by myself.
I definitely second that idea !
I definitely second that idea !
- Sat Nov 14, 2020 12:41 pm
- Forum: Ideas and Suggestions
- Topic: Keep Equipment Grid Button
- Replies: 9
- Views: 5642
Re: Keep Equipment Grid Button
I think it's a far better way to handle the "problem". Personally share the devs view : I don't see the point of a tab with duplicates.Sad_Brother wrote: Sat Nov 14, 2020 7:47 am Would it be better to forbid to unequip armor without inventory screen open?
- Sat Nov 14, 2020 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Filter/highlight suitable items when armor grid is opened
- Replies: 0
- Views: 1061
Filter/highlight suitable items when armor grid is opened
TL;DR
Filter/highlight suitable items when armor grid is opened
What ?
When the armor grid UI is opened, it would definitely help if eligible items were shown in a particular way. My prefered implementation would be that only suitable items would be selectable, since I don't see the point of ...
Filter/highlight suitable items when armor grid is opened
What ?
When the armor grid UI is opened, it would definitely help if eligible items were shown in a particular way. My prefered implementation would be that only suitable items would be selectable, since I don't see the point of ...
- Sat Nov 14, 2020 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Improve Multiplayer "Connect to Address"
- Replies: 7
- Views: 3692
Re: Suggestion: Improve Multiplayer "Connect to Address"
I definitely second the idea of a server manager window to handle several servers and their credentials !
- Sun Mar 10, 2019 8:49 pm
- Forum: Gameplay Help
- Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
- Replies: 13
- Views: 11999
Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?
Basically the same, just reversed. Quyxkh's solution is more elegant because it's achieving the same result while using less resources (combinators/wires) and operations. On the other hand, every solution that works is valid, and finding one all on one's own is very satisfying. :-D
Indeed. Except ...
Indeed. Except ...
- Sun Mar 10, 2019 7:57 pm
- Forum: Gameplay Help
- Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
- Replies: 13
- Views: 11999
Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?
Having just one filter on stack filter inserters makes sense from a different perspective as well: When do you use stack inserters? If you expect them to move many items of the same type! Setting many filters implies that you expect a great variety of items. Stack filter inserters could still be ...
- Sun Mar 10, 2019 6:15 pm
- Forum: Gameplay Help
- Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
- Replies: 13
- Views: 11999
Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?
It's easy: greenwire a constant combinator and your chest to the stack filter inserter. Set the inserter to "set filters" mode. Anything you want to stay in the chest, set a constant -1000000 in the combinator. Filters are only set from positive signals, so just ensure the signal for anything you ...
- Sun Mar 10, 2019 5:12 pm
- Forum: Gameplay Help
- Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
- Replies: 13
- Views: 11999
Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?
Ok I got it.
What you describe works with the regular Filter inserter (and I mentioned just that in the title of my post, to be fair), but I was trying to get it to work with a Stack filter inserter, which doesn't seem to be possible, according to the Wiki and as astroshak mentioned.
Quite ...
What you describe works with the regular Filter inserter (and I mentioned just that in the title of my post, to be fair), but I was trying to get it to work with a Stack filter inserter, which doesn't seem to be possible, according to the Wiki and as astroshak mentioned.
Quite ...
- Sun Mar 10, 2019 5:08 pm
- Forum: Gameplay Help
- Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
- Replies: 13
- Views: 11999
Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?
That's what I would have done in 0.16.51. While setting up an MWE right now, I noticed that things have become much easier in 0.17:
Set up a constant combinator. Add signals IRON ORE and COPPER PLATES, each set to 1.
Put a filter inserter next to the container and connect it to the output of ...
- Sun Mar 10, 2019 1:14 pm
- Forum: Gameplay Help
- Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
- Replies: 13
- Views: 11999
Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?
Further testing, and it seems that the "Set filters" option only takes one signal into account (which one ? Couldn't tell).
It's a pity you can't have a blacklist that would actually be a list, and not a single item.
Any guidance is very much welcome, I might have overlooked something obvious :)
It's a pity you can't have a blacklist that would actually be a list, and not a single item.
Any guidance is very much welcome, I might have overlooked something obvious :)
- Sun Mar 10, 2019 12:58 pm
- Forum: Gameplay Help
- Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
- Replies: 13
- Views: 11999
[0.17.x] Filter inserter blacklist and circuit network - How to ?
Hello.
I'd like a filter inserter to grab all objects in a container, except those sent by circuit network signals with the "Set filters" option selected on the inserter. I tried positive values, negative values, whitelist, blacklist... Nothing seems to achieve that.
Am I doing something wrong, or ...
I'd like a filter inserter to grab all objects in a container, except those sent by circuit network signals with the "Set filters" option selected on the inserter. I tried positive values, negative values, whitelist, blacklist... Nothing seems to achieve that.
Am I doing something wrong, or ...
- Fri Mar 08, 2019 4:54 pm
- Forum: Modding help
- Topic: on_save event or similar mechanism ?
- Replies: 3
- Views: 2263
Re: on_save event or similar mechanism ?
Thanks to you both for your valuable input. Guess I'll settle for an external approach then.
- Fri Mar 08, 2019 12:57 pm
- Forum: Modding help
- Topic: on_save event or similar mechanism ?
- Replies: 3
- Views: 2263
on_save event or similar mechanism ?
Hello.
I'd like to add a save file backup functionality, so that every time a save or autosave is written, it is immediately replicated on another location, but it doesn't seem like there's any API event triggered when this happens.
Is there any plan to add such an event ?
Or does anyone have an ...
I'd like to add a save file backup functionality, so that every time a save or autosave is written, it is immediately replicated on another location, but it doesn't seem like there's any API event triggered when this happens.
Is there any plan to add such an event ?
Or does anyone have an ...
- Wed Mar 06, 2019 10:54 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Reorganize Research Queue
- Replies: 43
- Views: 22967
Re: [0.17] Reorganize Research Queue
Drag & drop in research queue, exactly what I came here to post, so it's a big +1 !
- Wed Mar 06, 2019 10:51 am
- Forum: Technical Help
- Topic: [0.17.x] No research queue on headless server - server-created map
- Replies: 0
- Views: 1157
[0.17.x] No research queue on headless server - server-created map
Hello.
I have 2 headless servers running smoothly (praise be dtandersen's Docker image...) :
- first one is hosting a save which has been created locally on my computer then moved to said server
- second one is running its own save (created by the server itself)
On the 1st, I do have access to the ...
I have 2 headless servers running smoothly (praise be dtandersen's Docker image...) :
- first one is hosting a save which has been created locally on my computer then moved to said server
- second one is running its own save (created by the server itself)
On the 1st, I do have access to the ...
- Sat Feb 16, 2019 8:40 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 139027
Re: Friday Facts #282 - 0.17 in sight
Man, I don't remember the wait being so hard to bear for 0.16.
Hype over 9000...
Hype over 9000...