Search found 18 matches

by PetWolverine
Mon Jun 26, 2017 2:14 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 206
Views: 70068

Re: Personal robots prioritizing nearest first

We take a ghost from the list of all ghosts on the surface and check which logsitic network(s) it's in and try to dispatch a robot to handle it once per tick . *a* ghost *one per tick*. Not all ghosts each tick. This explains why I often see ~600 items reported as missing construction materials whe...
by PetWolverine
Thu Jun 22, 2017 10:37 pm
Forum: Railway Setups
Topic: Are there any flaws with this station design?
Replies: 16
Views: 9011

Re: Are there any flaws with this station design?

If you change it to unload 2 or 4 wagons at once instead of 3, you can position the stations so the wagons won't be offset at all.
by PetWolverine
Wed Jun 21, 2017 8:12 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 15361

Re: Balance Barreling + Fluid Transport

So the contra argument is this: using barrels is extra work so shouldn't it be better than the easy and convenient option of fluid wagons? In terms of gameplay, shouldn't you be rewarded for taking on the complexity of barreling, barrelling and empty barrels? There are lots of places where that rea...
by PetWolverine
Wed Jun 21, 2017 4:37 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 15361

Re: Balance Barreling + Fluid Transport

...[T]heoretically you can deliver full barrels one way and empty barrels the other way and enjoy that full 100k, practically it is tricky to guarantee you are bringing enough but not too many empty barrels and to make sure there is no accumulation of empty barrels anywhere - barrel issues are 100%...
by PetWolverine
Tue Jun 20, 2017 3:22 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 15361

Re: Balance Barreling + Fluid Transport

It just seems weird that we now have a fluid wagon with no tangible benefits besides saving a slight bit of work. They look cool and have a fancy animation, but then the novelty wears off and you find you're better off just using the same crude shipping blueprints from 1.4. In my Deathworld game wh...
by PetWolverine
Mon Jun 19, 2017 7:45 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1821
Views: 590416

Re: Simple Questions and Short Answers

I still can't figure out how to pick up a single item from a chest without first picking up half or a whole stack Pick up a stack, right click where you want to place a single item, then put the rest of the stack back. Wont work for me on a Mac Works for me on a Mac. Macs have had multi-button mice...
by PetWolverine
Mon Jun 19, 2017 6:53 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 206
Views: 70068

Re: Personal robots prioritize nearest first

Simplest solution: User controlled construction zone size. With ctrl-scroll. User reduce zone size, and bots works exactly as in lower example. This suggestion from page 1 seems perfect to me. It adds no extra processing step such as sorting a lot of things by distance. The personal roboports alrea...
by PetWolverine
Mon Jun 19, 2017 6:30 pm
Forum: Ideas and Suggestions
Topic: Recipe tooltip time accounting machine crafting speed
Replies: 10
Views: 4011

Re: Recipe tooltip time accounting machine crafting speed

+1

This would remove some of the tedium of planning a factory. Like the crafting speed in the building's tooltip, it should take into account modules and beacons.
by PetWolverine
Thu Jun 15, 2017 8:24 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 61
Views: 18149

Re: Burner Inserters and Rocket Fuel

It doesn't make sense for these awkward, mechanical non-lubricated arms to be moving perfectly at lightning speed. There should be a more streamlined device that moves more product (faster) than a stack inserter How about a Heap Inserter that requires lubricant to make? They should swing more slowl...
by PetWolverine
Wed Jun 14, 2017 8:34 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 15361

Re: Balance Barreling + Fluid Transport

Just because something is more expensive doesn't mean it has to be strictly better. Take electric furnaces as an example. They pollute less than steel furnaces as long as your power doesn't come from coal, and they can be faster or more productive if you have modules to put in them, but if you blind...
by PetWolverine
Tue Jun 13, 2017 4:45 pm
Forum: General discussion
Topic: Have you seen spawners being built?
Replies: 11
Views: 5267

Re: Have you seen spawners being built?

I saw a spawner appear while I was in the process of destroying a small nest. I didn't see the critters disappear to form it, due to the chaos of being chased by hundreds of biters from nests I had just nuked, but there was a nest of two spawners, and after I gunned them down, suddenly there was a t...
by PetWolverine
Mon Jun 12, 2017 7:01 pm
Forum: Balancing
Topic: Expensive Recipes crafting times, esp. Electronic Circuits
Replies: 9
Views: 6933

Re: Expensive Recipes crafting times, esp. Electronic Circuits

I think the expensive green circuit recipe is balanced perfectly. I have a setup with Productivity 3 modules and speed beacons, and it seems to be just barely possible to keep the circuit assemblers fed when they have 8 beacons in range, through a combination of direct insertion and bots, and IIRC 5...
by PetWolverine
Fri Jun 09, 2017 6:48 pm
Forum: Show your Creations
Topic: Stupid Simple Train Refueling
Replies: 9
Views: 34541

Re: Stupid Simple Train Refueling

SpeedDaemon wrote:No reason any train should ever need more than 10 rocket fuel, anyway... :P
Sounds like a challenge. Now to set up an outpost that's over an hour's drive round trip...

Code: Select all

225 MJ/RF / 600 kW * 10 RF/stack / 60 s/min = 62.5 min/stack
by PetWolverine
Thu Jun 08, 2017 9:29 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: The advanced spaghetti monster
Replies: 3
Views: 4656

Re: The advanced spaghetti monster

There's one green circuit assembler that's missing productivity modules.

I'll let you look for it.
Okay, fine. Second row of greens from the bottom, in the middle.
by PetWolverine
Fri Jun 02, 2017 2:13 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
Replies: 53
Views: 65728

Re: Production Calculator Google Sheet [0.15]

Thanks for this, it's really handy! It's the only calculator I've found that supports modules/beacons and expensive recipes.

I've found a minor bug - Chemical Plants and Oil Refineries have 3 module slots, not 2. This changed in 0.15.0; the wiki is out of date.
by PetWolverine
Thu Jun 01, 2017 10:23 pm
Forum: Technical Help
Topic: "Couldn't initialize audio, audio is disabled" (macOS)
Replies: 3
Views: 2369

Re: "Couldn't initialize audio, audio is disabled" (macOS)

Here's a fresh log from 0.15.17. I was going to upload it for a bug report about the crash, but it appears that several others have already reported it. The errors regarding audio have changed a little, though. Relevant portion: 0.068 Could not open audio device: There is no OpenAL error 0.068 No au...
by PetWolverine
Thu May 11, 2017 1:14 am
Forum: Technical Help
Topic: "Couldn't initialize audio, audio is disabled" (macOS)
Replies: 3
Views: 2369

Re: "Couldn't initialize audio, audio is disabled" (macOS)

Here's a log from just launching and then exiting the game, with the relevant section quoted below. 0.097 Warning Display.cpp:48: Installing audio failed retrying... 0.602 Warning Display.cpp:48: Installing audio failed retrying... 1.106 Warning Display.cpp:48: Installing audio failed retrying... 1....
by PetWolverine
Wed May 10, 2017 11:33 pm
Forum: Technical Help
Topic: "Couldn't initialize audio, audio is disabled" (macOS)
Replies: 3
Views: 2369

"Couldn't initialize audio, audio is disabled" (macOS)

I'm encountering an error message, "Couldn't initialize audio, audio is disabled" when launching the game. I'm running macOS Sierra 10.12.4 on a mid-2011 iMac. I'm not using Steam. I've found threads about similar issues on Linux, but the solutions don't seem applicable to macOS. I just go...

Go to advanced search