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 ...
Search found 15 matches
- Fri Nov 15, 2024 2:22 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 40
- Views: 13652
- Fri Nov 15, 2024 2:01 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
- 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.
Select filter
Replace normal storage chest with uncommon quality
Observe that the filter is no longer set.
- 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 ...
That said ...
- 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.
- 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 ...
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 ...
- 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).
- 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 ...
1. Cargo size (currently this isn't infinite, but ...
- 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 ...
Instead of rolling that perspective back, it seems this FFF doubles down and adds something else. Last week ...
- 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 ...
- 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 ...
This is a design decision. In my opinion a very good one.
You can ...
- 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 ...
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 ...
- 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.
This is going in my list of software engineering stories that I tell people.
- 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 ...
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 ...
- 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 ...
[technology-name]
black-market-mk=Black Market Upgrades
[technology-description]
black-market-mk=Upgrades the size of Black Market chests, tanks and ...