Search found 15 matches

by Conventia
Fri Nov 15, 2024 2:22 am
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 40
Views: 13652

Chests report number of slots to circuit network.

TL;DR
Add the ability to read the number of slots in the chest from the circuit network.


What?
Normally a chest connected to a circuit network looks like this:

example1.png

Assemblers have the ability to expose that they are working, using a custom signal, like this.

example2.png ...
by Conventia
Fri Nov 15, 2024 12:27 am
Forum: Resolved Problems and Bugs
Topic: [2.0.18] Storage Chest filters are reset on upgrade/replace to different quality.
Replies: 2
Views: 874

[2.0.18] Storage Chest filters are reset on upgrade/replace to different quality.

Place normal storage chest
Select filter
Replace normal storage chest with uncommon quality
Observe that the filter is no longer set.
by Conventia
Tue Oct 22, 2024 8:50 pm
Forum: Resolved Problems and Bugs
Topic: Deconstruction planner cannot mark legacy tracks
Replies: 5
Views: 1200

Re: Deconstruction planner cannot mark legacy tracks

Thanks, though I think it would be useful to allow people to naturally select the legacy rails since that would allow them to replace their network with only new rails. I have a save with ~100k rails, there's no way I would ever replace them without a way of distinguishing between them.

That said ...
by Conventia
Tue Oct 22, 2024 8:36 pm
Forum: Releases
Topic: Version 2.0.9
Replies: 15
Views: 13290

Re: Version 2.0.9

Is the win64-manual (zip) download supposed to be available? Thanks.
by Conventia
Mon Aug 05, 2019 10:46 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 181536

Re: Version 0.17.60

I'm not 100% for the changes, but I like the direction.

The previous design had one major issue for me, which is that between researching BOP and researching AOP, there's no effective way to deal with an oil deadlock. This is because:

1. Cracking isn't possible yet.
2. The ratios are such that you ...
by Conventia
Mon Jan 15, 2018 2:40 am
Forum: Ideas and Suggestions
Topic: Buffing and Nerfing bots at the same time.
Replies: 2
Views: 1376

Re: Buffing and Nerfing bots at the same time.

The steam numbers are just anecdotal. The high level point is that most people never get to the point where bots vs belts really matters (i.e. they don't build megabases).
by Conventia
Sun Jan 14, 2018 3:57 am
Forum: Ideas and Suggestions
Topic: Buffing and Nerfing bots at the same time.
Replies: 2
Views: 1376

Buffing and Nerfing bots at the same time.

The biggest thing about belts that make them worse than bots is that they don't scale (primarily with research), as the latest FFF mentions, all of the options have difficult technical issues. Bots have multiple current and potential ways to scale:

1. Cargo size (currently this isn't infinite, but ...
by Conventia
Sat Jan 13, 2018 5:11 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 479193

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

Last FFF, my issue was that game devs shouldn't try to tell their users how to have fun playing their games. Game devs should have a vision and should apologetically follow that vision.

Instead of rolling that perspective back, it seems this FFF doubles down and adds something else. Last week ...
by Conventia
Sun Jan 07, 2018 12:56 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 450330

Re: Friday Facts #224 - Bots versus belts

My primary feedback on the post is that Twinsen (or the rest of the team) shouldn't state, outright, that belts are more fun than bots. They may result in more challenges, they may be more nuanced to use, they may be more ideal given a set of game design goals, but they can't be said to be more fun ...
by Conventia
Sat Dec 30, 2017 3:19 am
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 36340

Re: Version 0.16.8

Except that now it takes about 5x as much bots/belts to move the same amount of barrels as before, which means worse performance. That completely goes against what the devs have said before about want to increase game performance.
This is a design decision. In my opinion a very good one.

You can ...
by Conventia
Sat Jul 29, 2017 5:38 am
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 63859

Re: Friday Facts #201 - 0.15 Stable, but not really

For the modded blueprints bug, wouldn't this solution be better (this is a logical version, optimizations are ignored):

1. Add an optional vector to hold the serialized version of a blueprint to a blueprint's in memory representation.
2. On blueprint load, the serialized content is stored to that ...
by Conventia
Thu Jun 15, 2017 11:05 am
Forum: Releases
Topic: Version 0.15.21
Replies: 15
Views: 20473

Re: Version 0.15.21

I normally don't make useless comments on forums, but I'll make an exception here.

This is going in my list of software engineering stories that I tell people.
by Conventia
Sun Jun 04, 2017 9:54 pm
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 236026

Re: [MOD 0.13] Black Market (sell and buy on the market)

This mod is way too imbalanced and mainly for one reason, it bypasses research. Can you please add this as an option?

In my opinion, the entire point of a black market is the ability to get access to things you shouldn't otherwise have access to. Of course, it could be an option, but you could ...
by Conventia
Sun Jun 04, 2017 9:50 pm
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 236026

Re: [MOD 0.13] Black Market (sell and buy on the market)

There's some issues with localization and unknown keys. The following needs to be added to the en.cfg (I assume it's the same for Russian).


[technology-name]
black-market-mk=Black Market Upgrades

[technology-description]
black-market-mk=Upgrades the size of Black Market chests, tanks and ...

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