Search found 27 matches

by DragonMudd
Wed Nov 27, 2019 10:44 pm
Forum: Ideas and Suggestions
Topic: Make coal highligh a different color
Replies: 1
Views: 1210

Make coal highligh a different color

TL;DR When a miner over coal has a wire attached, and you mouse over it, the change from dark grey to darker grey is almost impossible to see. I suggest making it some light color instead of a dark color to show better contrast. What ? I only just recently started playing around with circuit signal...
by DragonMudd
Wed Nov 27, 2019 10:20 pm
Forum: Ideas and Suggestions
Topic: Increase the range for resources to count as belonging to the same patch
Replies: 1
Views: 800

Re: Increase the range for resources to count as belonging to the same patch

Weird side note: I just had a patch where if I wired up to one miner, it would include most but not all of the ore patch. So, I wired up to the secondary patch... but that one counted the entire patch. So, I had to disconnect the first one and all was good.
by DragonMudd
Wed Nov 27, 2019 7:27 pm
Forum: Ideas and Suggestions
Topic: Increase the range for resources to count as belonging to the same patch
Replies: 1
Views: 800

Increase the range for resources to count as belonging to the same patch

TL;DR I would like to see ores count as belonging to the same patch ( especially when using circuit connections with miners set to "Entire ore patch", but also in some situations when hovering on the map) whenever they are near each other; not just when they're directly connected. What ? ...
by DragonMudd
Sun Nov 10, 2019 1:36 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17419

Re: Do not show no_power_warning icon when using power switch

How would the game distinguish between intentional open switch disconnection and a broken connection creating a network that coincidentally contains an open switch? That's your job not mine :P Some of this thread and the other threads of the same topic include some discussion about this. Without in...
by DragonMudd
Thu Nov 07, 2019 2:26 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17419

Re: Do not show no_power_warning icon when using power switch

ssilk wrote: ↑
Wed Nov 06, 2019 8:09 am
As already recommended: better to control the input lines (belts, pumps) and turn power off via a timer that counts the output items.
That doesn't get around the problem that powered off items eat UPS though.
by DragonMudd
Mon Nov 04, 2019 8:20 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17419

Re: Do not show no_power_warning icon when using power switch

Nice mod!

Another aspect that I use Power Switches for is for item quantity control. Instead of having a circuit condition on every output of some large array (say, Electronic Circuits) I just have a single circuit condition on my Power Switch to that entire array.
by DragonMudd
Fri Nov 01, 2019 8:01 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17419

Re: Do not show no_power_warning icon when using power switch

I recently learned the following: It matters. If you unpower an entity it has to check each tick whether it receives energy again, so it can't go inactive. Granted that's in a very old thread, so maybe it's changed, but assuming this is still a thing, it seems like the need to alter how unpowered en...
by DragonMudd
Wed Oct 16, 2019 9:15 pm
Forum: Ideas and Suggestions
Topic: Fire resistant construction robots
Replies: 8
Views: 6012

Re: Fire resistant construction robots

Now that biter self-collision has been removed (which is AWESOME btw) I'm finding that my construction bots are dying in my fire a whole lot more than they used to. Here's my graph of construction bot losses since the update. My defenses are definitely heavy flamethrower turret, and I suspect many m...
by DragonMudd
Tue Oct 15, 2019 3:27 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 18
Views: 5314

Re: Suggestions to improve biter experience for both new and experienced players

Good lord, you all are really missing the forest for the trees here. Forget the fact that the way biters are implemented causes many players to feel bad and turn off biters. Obviously, in my 2000 hours of playing, I must not know what I'm talking about.
by DragonMudd
Mon Oct 14, 2019 6:53 am
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 18
Views: 5314

Re: Suggestions to improve biter experience for both new and experienced players

Only the 4th suggestion is about biter path selection. The rest are far more straightforward, and really geared towards the new user experience. And the attached video clips demonstrate that there's still too much variation in biter "logic". Logical biters would have chosen any of the poll...
by DragonMudd
Mon Oct 14, 2019 1:07 am
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 18
Views: 5314

Re: Suggestions to improve biter experience for both new and experienced players

You're in screwing-around territory Oh definitely. That's the point. With this base I can try out wacky things like leaving gaps and determining exactly what "logic" the biters take. And the "pollution cloud" for a base like this is monstrous and literally just covers everything...
by DragonMudd
Sun Oct 13, 2019 7:44 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 18
Views: 5314

Re: Suggestions to improve biter experience for both new and experienced players

Just happened to catch another one of those bizarre situations where biters scrape past turrets, ignore a bunch of polluters and other objects, only to attack some solar panels. I reloaded the autosave to see how it started. They were marching up the gap when a logistic bot wandered past, they attac...
by DragonMudd
Sun Oct 13, 2019 6:05 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 18
Views: 5314

Re: Suggestions to improve biter experience for both new and experienced players

https://streamable.com/3uu70 I've made a video showing a biter path as it currently works. Obviously this is extra egregious on my megabase, and it is unclear where they would've changed their mind and attacked something else, because they happened to path right by some turrets. But the point is th...
by DragonMudd
Sat Oct 12, 2019 11:23 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 18
Views: 5314

Suggestions to improve biter experience for both new and experienced players

TL;DR The biter defense experience as it currently stands rewards working harder (building a barrier around your entire factory), but does not reward working smarter (placing defenses efficiently and strategically). Preface (Feel free to skip to suggestions) First, I want to say I've been playing f...
by DragonMudd
Mon Sep 30, 2019 4:38 am
Forum: Ideas and Suggestions
Topic: Major uranium ore sink
Replies: 19
Views: 5417

Re: Major uranium ore sink

Resurrecting this old thread, as I was about to start a new one but searched first. Now that 0.17 is stable, I think we can all agree that Uranium needs more uses. In my current base I have placed 349 miners on Uranium ore*; currently I have consumed 2.5 million Space Science and I have exhausted on...
by DragonMudd
Sun Sep 22, 2019 8:49 pm
Forum: Not a bug
Topic: [0.17.69] Landfill graphics bug: showing a water gap, but I can walk over it
Replies: 1
Views: 811

[0.17.69] Landfill graphics bug: showing a water gap, but I can walk over it

Found this today while laying the new landfill. Was able to walk across this very tiny sliver of water.

Image
by DragonMudd
Sat Jan 27, 2018 9:08 pm
Forum: Ideas and Suggestions
Topic: Indicator for when an oil field has been exhausted
Replies: 2
Views: 1271

Re: Indicator for when an oil field has been exhausted

Yes, when I said 'exhausted' I meant 'at it's minimum rate'. The issue is the minimum rate is different for each well (bottom rate is MAX(2/s, 20% of original well rate), so if the well was originally more than 10/s it will be some different value), and setting up individual alarms for every well wh...
by DragonMudd
Sat Jan 27, 2018 6:58 pm
Forum: Ideas and Suggestions
Topic: Indicator for when an oil field has been exhausted
Replies: 2
Views: 1271

Indicator for when an oil field has been exhausted

Some of us like to use production modules in our pumpjacks, and then later switch to speed modules when the oil field's yield has been reduced to the bottom. The problem is that if an oil field started with >10/s yield, there's no easy way to tell if it's been exhausted yet, since the bottom will be...
by DragonMudd
Mon Jan 22, 2018 11:00 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Replies: 37
Views: 21228

Re: [0.16.17] Crash one minute after loading save from 0.16.16

Same. No mods. Even crashed when I just sat there and did nothing. Crashed at the exact same moment (some turrets were firing on biters somewhere).
by DragonMudd
Fri Jan 12, 2018 9:21 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373146

Re: Friday Facts #225 - Bots versus belts (part 2)

After reading some comments this past week and today on reddit, I would like to suggest a slight redirection as to the problem. The problem is not with bots, but with electrical power. 1) What drawback are bots meant to have? They're supposed to require a huge energy cost. And in swarms, they actual...

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