Search found 286 matches

by SupplyDepoo
Mon May 08, 2017 9:31 pm
Forum: Ideas and Suggestions
Topic: No way to place underground belt outputs facing apart
Replies: 17
Views: 5557

Re: No way to place underground belt outputs facing apart

it being hack-ish is what's so cool about it though. But it breaking with blueprints in certain situations is not so cool now is it? It's also not so cool that it makes semantically no sense. Just because I want to split a belt lane off I shouldn't need an orphaned underground belt. There should be...
by SupplyDepoo
Mon May 08, 2017 6:05 pm
Forum: Ideas and Suggestions
Topic: Train Length Lookahead Signal
Replies: 23
Views: 8515

Re: Train Length Lookahead Signal

Sounds good to me, but rather than adding a new entity to the game maybe this should be an option in the chain signal GUI? (please don't make it default, though - there are some neat tricks you can do with chain signals and short exit blocks!)
by SupplyDepoo
Mon May 08, 2017 5:53 pm
Forum: Implemented Suggestions
Topic: Need a way to empty out pipes
Replies: 6
Views: 4419

Re: Need a way to empty out pipes

My suggestion is that if two liquids are in the same pipe, they should cancel each other out. That way, whichever liquid there is more of will be the one that is left. It doesn't work like that. There can never be more than one type of fluid in a pipe anyway. The problem is having, e.g. 10 pipes of...
by SupplyDepoo
Mon May 08, 2017 5:33 pm
Forum: Ideas and Suggestions
Topic: No way to place underground belt outputs facing apart
Replies: 17
Views: 5557

Re: No way to place underground belt outputs facing apart

This is why I think underground belt sideloading should be avoided and considered a bug. It's just janky and weird to be repurposing an entity like this that's meant for a completely different mechanic. There should be a dedicated lane splitter entity or some extension to splitters/belts if this use...
by SupplyDepoo
Sat May 06, 2017 2:36 pm
Forum: Won't fix.
Topic: [0.15.9] Turret coverage in unexplored chunks
Replies: 1
Views: 1044

[0.15.9] Turret coverage in unexplored chunks

The turret coverage option on the map shows the range of turrets in unexplored/hidden terrain.
by SupplyDepoo
Fri May 05, 2017 9:36 pm
Forum: Ideas and Suggestions
Topic: Active personal construction robots count in inventory
Replies: 1
Views: 2037

Active personal construction robots count in inventory

Construction robots launched from personal roboports should count as being in your inventory. I think this exception should be made because it has a tangible benefit (logistic robots won't bring you extra construction robots every time you use your personal roboports) and no practical downsides that...
by SupplyDepoo
Thu May 04, 2017 9:55 pm
Forum: General discussion
Topic: [0.15 experimental] Were my oil patches converted properly?
Replies: 3
Views: 1565

[0.15 experimental] Were my oil patches converted properly?

Just wondering if it's intended that my existing oil wells were changed from 0.1/s to 0.5/s when I updated to 0.15. I expected at least 1/s since I thought the whole point of multiplying all fluid values by 10 was to eliminate fractions (I'm still seeing fractions on tanks and pipes as well). It see...
by SupplyDepoo
Thu May 04, 2017 9:06 am
Forum: Not a bug
Topic: [0.15.6] Logistic conditions on belts lack virtual signals
Replies: 3
Views: 1098

Re: [0.15.6] Logistic conditions on belts lack virtual signals

There are no virtual signals for logistic networks. Those are for circuit networks only. Unless you're using a mod that adds virtual signals?
by SupplyDepoo
Wed May 03, 2017 10:51 am
Forum: Ideas and Suggestions
Topic: Personal construction robots leave w/ construction materials
Replies: 4
Views: 2019

Personal construction robots leave w/ construction materials

Construction robots launched from a personal roboport should already have the materials needed to build/repair. I don't see a reason against this. It's just a little annoying having to stop for those bots all the time.
by SupplyDepoo
Tue May 02, 2017 6:58 pm
Forum: Ideas and Suggestions
Topic: Falloff distance in addition to or as part of volume slider
Replies: 3
Views: 1191

Re: Falloff distance in addition to or as part of volume slider

One little thing I keep finding myself wondering whenever I get my mind turned to the subject of positional audio in a 2D game: Which plane do you position the sound sources on? Do you put them on the X-Y plane to match the screen, or the X-Z plane to match where the character is moving around? X-Y...
by SupplyDepoo
Mon May 01, 2017 7:04 pm
Forum: Ideas and Suggestions
Topic: Falloff distance in addition to or as part of volume slider
Replies: 3
Views: 1191

Falloff distance in addition to or as part of volume slider

I think there should be a way to adjust the max distance of the programmable speaker. The range is too big right now IMO. Merely adjusting the volume doesn't really help, since I can still hear the sound, albeit not as loudly, from about half the screen distance away at the farthest zoom level. It's...
by SupplyDepoo
Mon May 01, 2017 4:35 pm
Forum: Outdated/Not implemented
Topic: Circuit connection point that matters
Replies: 5
Views: 2179

Re: Circuit connection point that matters

Nah, this would break designs when rotated/mirrored.
by SupplyDepoo
Sun Apr 30, 2017 5:22 pm
Forum: Pending
Topic: [0.15.5] Right-clicking on a blueprint book clears active BP
Replies: 3
Views: 1250

Re: [0.15.5] Right-clicking on a blueprint book clears active BP

Nope, I knew that already (over 450+ hours played) and I definitely was not holding shift.
by SupplyDepoo
Sun Apr 30, 2017 5:14 pm
Forum: Ideas and Suggestions
Topic: Make blueprints fully 'out-of-world' feature
Replies: 14
Views: 5617

Make blueprints fully 'out-of-world' feature

I feel like blueprints are in an awkward in-between spot right now - partially in-world items (like circuit wire), partially a tool / playing aid (like pipette). You can create and manage blueprints for free, but you can also still carry them in your inventory. But what is the point of them still be...
by SupplyDepoo
Sun Apr 30, 2017 4:42 pm
Forum: Pending
Topic: [0.15.5] Right-clicking on a blueprint book clears active BP
Replies: 3
Views: 1250

[0.15.5] Right-clicking on a blueprint book clears active BP

Hey, so I was just going through my blueprints that I created before 0.15 and adding the best ones to the new blueprint library. After moving each blueprint from my blueprint book to the blueprint library, it ended up in my inventory so I had to move it back into the blueprint book (a little tedious...
by SupplyDepoo
Sat Apr 29, 2017 5:16 pm
Forum: Not a bug
Topic: [15.0] Follower robot count 7 research missing
Replies: 5
Views: 2597

Re: [15.0] Follower robot count 7 research missing

This may not be a bug in the code, but it certainly seems like an error in the research definitions. See this album: http://imgur.com/a/Ys6Db (the last image shows the inconsistency) Also (possibly related): Mining productivity researches show up like 1–3, 4–7, etc , but after you've researched them...
by SupplyDepoo
Sat Apr 29, 2017 4:13 pm
Forum: Resolved Problems and Bugs
Topic: Stack Split Interaction with Click-Drag-Shift-Rightclick
Replies: 3
Views: 6857

Re: Stack Split Interaction with Click-Drag-Shift-Rightclick

Honestly it wasn't that bad that the last item was remaining. It's easy to just ctrl+left-click if it bothers you. Now we have a worse problem. If you keep dragging over machines with no more items, it picks up ALL of the items in that machine and puts them in your inventory. That's the exact opposi...
by SupplyDepoo
Sun Apr 23, 2017 10:19 am
Forum: Ideas and Suggestions
Topic: Turrets and Ammo Display
Replies: 4
Views: 1487

Re: Turrets and Ammo Display

Don't need an alert for running out of ammo. Your turret will simply be destroyed and you will know ;).

Btw, flamethrower turrets use crude oil, light oil or heavy oil, not flamethrower ammo.
by SupplyDepoo
Wed Apr 19, 2017 8:20 am
Forum: Ideas and Suggestions
Topic: Don't path to train stop if its exit condition's already met
Replies: 5
Views: 2398

Re: Don't path to train stop if its exit condition's already met

How would this work with circuit network conditions?
by SupplyDepoo
Mon Apr 17, 2017 12:30 am
Forum: Ideas and Suggestions
Topic: Better environment
Replies: 4
Views: 1554

Re: Better environment

I don't think water and tree animations would cost CPU time...

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