Search found 307 matches

by SupplyDepoo
Fri Dec 13, 2024 8:01 am
Forum: Releases
Topic: Version 2.0.25
Replies: 20
Views: 12916

Re: Version 2.0.25

IsaacOscar wrote: Fri Dec 13, 2024 7:16 am Why is it even rainbow in the first place?
Maybe for the same reason it was done for items on turbo belts. (FFF 393)
by SupplyDepoo
Thu Nov 14, 2024 10:50 am
Forum: Ideas and Suggestions
Topic: A New Perspective on Productivity: Should It Be Chance-Based?
Replies: 1
Views: 393

Re: A New Perspective on Productivity: Should It Be Chance-Based?

This seems like a big change with a minor motivation. For every player who is complaining about lost productivity with recipe switching there will be a player who complains that some count-perfect circuitry no longer works, or that belts cannot handle random throughput spikes, requiring higher tier ...
by SupplyDepoo
Wed Nov 13, 2024 8:08 pm
Forum: Gameplay Help
Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
Replies: 17
Views: 1382

Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals


Getting exactly ten signals will be hard, when you consider edge cases like "all signals have the same value". Which ones should it even pick‽

My idea was to have a constant combinator that gives each possible signal a unique value, then that is added to the input (on the lower 15 bits), fed ...
by SupplyDepoo
Wed Nov 13, 2024 6:46 pm
Forum: Gameplay Help
Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
Replies: 17
Views: 1382

Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals


well easy, use a selector as I said to get the 10th items in the list, use arithmetic to abstract the signal, then use the value to set in a compactor to get all signal >= to this value, bim top 10 signals.

Only if those signals have unique values, otherwise >= will select more than 10 signals.
by SupplyDepoo
Wed Nov 13, 2024 5:33 pm
Forum: Gameplay Help
Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
Replies: 17
Views: 1382

Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals

I can think of a way that would work for 1 to 15 inputs (dynamically) as long as the inputs are less than 32768 (using half of the bits to unique each signal so that a decider combinator can do each < N where N is the output of one selector combinator with index 1-15). It could also be unlimited but ...
by SupplyDepoo
Wed Nov 13, 2024 9:28 am
Forum: Ideas and Suggestions
Topic: Hide Buffer Chest requests from Roboports
Replies: 3
Views: 456

Re: Hide Buffer Chest requests from Roboports

+1, a checkbox whether to include buffer chest contents would work for me. It would be useful also on any logistic condition (on inserters, drills, etc) to control amount in the network available to requester chests (request from buffer chests disabled to prevent infinite loop).
by SupplyDepoo
Mon Nov 11, 2024 1:21 pm
Forum: Ideas and Suggestions
Topic: Easier selective deconstruction
Replies: 8
Views: 831

Re: Easier selective deconstruction

Been thinking about this recently, but I would make middle mouse button click the default instead of Q. Middle-mouse (aka mouse wheel click) is already used to set filters for inventory slots (like cargo wagon) so it kind of fits better.
by SupplyDepoo
Sun Nov 10, 2024 8:54 pm
Forum: Ideas and Suggestions
Topic: Option to insert one module at a time without opening machine UI
Replies: 7
Views: 699

Re: Option to insert one module at a time without opening machine UI

AileTheAlien wrote: Sun Nov 10, 2024 8:29 pm Uh, wait. I just tested this and it totally worked to insert efficiency-1 and speed-1 modules into my assembler-3. Is this buggy for you? It seems to work 100% of the time for me... :?:
In remote view? Nope, doesn't work here.
by SupplyDepoo
Sun Nov 10, 2024 7:51 pm
Forum: Ideas and Suggestions
Topic: Confirm Keybinding for Numeric Fields
Replies: 4
Views: 337

Re: Confirm Keybinding for Numeric Fields

BraveCaperCat wrote: Sun Nov 10, 2024 7:48 pm Couldn't you just add E as the alternate for the Enter key?
There's no "Enter key" function that can be rebound. It seems to be hardcoded, so no.
by SupplyDepoo
Sun Nov 10, 2024 7:41 pm
Forum: Ideas and Suggestions
Topic: Confirm Keybinding for Numeric Fields
Replies: 4
Views: 337

Confirm Keybinding for Numeric Fields

Since the default 'E' to confirm no longer works in numeric input fields (logistic requests, combinator constants, etc) due to the postfix symbols feature (k, m, g, ...), I would like to add a secondary keybinding that uses a modifier key like CTRL+E or CMD+E (on mac) which should not result in a ...
by SupplyDepoo
Sun Nov 10, 2024 7:02 pm
Forum: Ideas and Suggestions
Topic: Option to insert one module at a time without opening machine UI
Replies: 7
Views: 699

Re: Option to insert one module at a time without opening machine UI

+1, expected this to work after reading the remote view FFF.
by SupplyDepoo
Sun Nov 10, 2024 6:53 pm
Forum: Ideas and Suggestions
Topic: Show radar coverage in map view
Replies: 19
Views: 2791

Re: Show radar coverage in map view

BlueTemplar wrote: Sun Nov 10, 2024 6:34 pm Why only artillery ?
viewtopic.php?f=6&t=117001
Not only artillery. I was just thinking of it specifically because I needed it today.
by SupplyDepoo
Sun Nov 10, 2024 6:48 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 31419

Re: Ability to craft lower quality with higher quality


I have 5 parallel factories, 1 for common, and then 4 duplicate factories for uncommon, rare, epic, and legendary. (I'm calling them duplicate factories because they are built the exact same, with the only differences being the quality inputs that they take).
Why would you duplicate the factories ...
by SupplyDepoo
Sun Nov 10, 2024 5:47 pm
Forum: Ideas and Suggestions
Topic: Add more fine-grained enemy controls
Replies: 2
Views: 221

Re: Add more fine-grained enemy controls

+1, this is what I envisioned when reading the FFF's.
by SupplyDepoo
Sun Nov 10, 2024 5:45 pm
Forum: Ideas and Suggestions
Topic: Add "Allowed modules" and "Set modules" circuit options to assembler
Replies: 4
Views: 713

Re: Add "Allowed modules" and "Set modules" circuit options to assembler

+1, but would prefer inserters being able to add and remove modules
by SupplyDepoo
Sun Nov 10, 2024 5:41 pm
Forum: Ideas and Suggestions
Topic: Show radar coverage in map view
Replies: 19
Views: 2791

Re: Show radar coverage in map view

+1

Also roboport and artillery range should be displayed in map view when holding item or blueprint.
by SupplyDepoo
Sun Nov 10, 2024 4:51 pm
Forum: Ideas and Suggestions
Topic: Small tooltips for small blueprints
Replies: 1
Views: 166

Small tooltips for small blueprints

Blueprint tooltips can be unnecessarily wide due to the description for super-force build. The description is not even accurate (normal force build already places terrain), and doesn't mention the most useful feature (placement of underground belts). Also "force build" doesn't have any description ...
by SupplyDepoo
Fri Nov 08, 2024 9:29 am
Forum: Not a bug
Topic: [2.0.11] Wired mining drills not sending resource patch data
Replies: 8
Views: 734

Re: [2.0.11] Wired mining drills not sending resource patch data

Sometimes I set up programmable speakers to warn me when a resource patch is running low, and updating the game now causes these alarms to off when the wired drill has run out (which isn't unlikely given that it's easier to wire up the outer drills and those drills are normally the first to run out ...

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