If spawning and creating the surface takes quite a few operations, do you have the option of making the operation less "instant"?
For example, can you spawn a portal in a cosmetic "constructing" phase, then later a few ticks later (maybe 15) change its sprite to indicate to the user that it is ...
Search found 11 matches
- Fri Nov 22, 2019 6:12 pm
- Forum: Modding discussion
- Topic: Dealing with large operations in a single tick.
- Replies: 14
- Views: 5552
- Mon Nov 18, 2019 11:37 pm
- Forum: Modding discussion
- Topic: Proposal: Factory Metrics
- Replies: 5
- Views: 2575
Re: Proposal: Factory Metrics
Average distance any item is transported in its lifetime.
This is a great one. It might be difficult to implement since the "life" of an item is difficult to define when it enters a stack. Maybe a way to implement this would be to measure the paths between the assemblers in a supply chain.
- Mon Nov 18, 2019 11:35 pm
- Forum: Modding discussion
- Topic: Proposal: Factory Metrics
- Replies: 5
- Views: 2575
Re: Proposal: Factory Metrics
I am all about the data (and visualizing that data!) This is a great start.
While not directly related to efficiency, metrics on pollution would be a very useful addition to this suite of metrics.
This is a neat one. My initial impression is that it's difficult to expand on the existing ...
- Mon Nov 18, 2019 10:09 am
- Forum: Modding discussion
- Topic: Proposal: Factory Metrics
- Replies: 5
- Views: 2575
Proposal: Factory Metrics
This is an idea thread for a mod project. It's open to thoughts or contributions from everyone.
The basic premise is that most people have only a few ways to "measure" their factory's operations. Usually it's SPM or rockets or some other item production rate. If you like building megabases, then ...
The basic premise is that most people have only a few ways to "measure" their factory's operations. Usually it's SPM or rockets or some other item production rate. If you like building megabases, then ...
- Thu Nov 07, 2019 7:48 pm
- Forum: Modding help
- Topic: How can I go about manipulating the craft queue?
- Replies: 3
- Views: 2300
Re: How can I go about manipulating the craft queue?
This would also be a very easy mod to make. Please feel free to try it out! If you need any assistance, just ask in this thread.dog80 wrote: Thu Nov 07, 2019 6:33 am just a sidenote: then we also need a way to cancel all recipes with 1 action, instead of this mindless hundret times clicking to cancel all these single orders
- Thu Nov 07, 2019 12:23 am
- Forum: Modding help
- Topic: How can I go about manipulating the craft queue?
- Replies: 3
- Views: 2300
Re: How can I go about manipulating the craft queue?
Hello and congrats on your first mod project.
The API has methods for accessing the crafting queue. (TBH I have not used these myself though.)
Take a look at:
LuaControl
LuaControl.get_craftable_count
LuaControl.begin_crafting
LuaControl.cancel_crafting
LuaControl.crafting_queue_size ...
The API has methods for accessing the crafting queue. (TBH I have not used these myself though.)
Take a look at:
LuaControl
LuaControl.get_craftable_count
LuaControl.begin_crafting
LuaControl.cancel_crafting
LuaControl.crafting_queue_size ...
- Sat Oct 19, 2019 5:12 am
- Forum: Ideas and Suggestions
- Topic: Progressive tiers of construction bots rather than one entity that fundamentally changes the game
- Replies: 0
- Views: 946
Progressive tiers of construction bots rather than one entity that fundamentally changes the game
TL;DR
Construction bots should be in progressive tiers rather than as a single "blueprint everything" tier that radically alters gameplay upon achievement.
Why ?
Today, most players follow a fairly common practice in any playthrough: they rush a "bootstrap" base that gets them to robotics ...
Construction bots should be in progressive tiers rather than as a single "blueprint everything" tier that radically alters gameplay upon achievement.
Why ?
Today, most players follow a fairly common practice in any playthrough: they rush a "bootstrap" base that gets them to robotics ...
- Sun Oct 06, 2019 1:16 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: ~1k SPM "Drive everywhere base"
- Replies: 2
- Views: 3792
Re: ~1k SPM "Drive everywhere base"
I'd be very interested in seeing how my new Bullet Trains mod would work on your map.
BulletTrains (link)
It basically addresses some of the problems that you talked about in your post. I also find the default trains to be a bit too clunky.
The trains still wait, obviously, but the wait is ...
BulletTrains (link)
It basically addresses some of the problems that you talked about in your post. I also find the default trains to be a bit too clunky.
The trains still wait, obviously, but the wait is ...
- Sat Oct 05, 2019 3:26 am
- Forum: Mods
- Topic: [0.17+] BulletTrains v0.1.0
- Replies: 0
- Views: 1392
[0.17+] BulletTrains v0.1.0
Makes trains into faster "bullet" trains. My first mod!
BulletTrains_0.1.0
Useful for debugging complex train networks. "Memoryless" operation: no lasting effects to saves when mod is enabled/disabled.
Makes three simple changes to locomotive and wagon prototypes:
* Trains move at roughly 8x ...
BulletTrains_0.1.0
Useful for debugging complex train networks. "Memoryless" operation: no lasting effects to saves when mod is enabled/disabled.
Makes three simple changes to locomotive and wagon prototypes:
* Trains move at roughly 8x ...
- Sun Nov 26, 2017 7:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.4][Twinsen] Read train contents sends 0 briefly?
- Replies: 36
- Views: 41990
Re: [0.15.4][Twinsen] Read train contents sends 0 briefly?
There is a neat (and fairly intuitive) solution to this problem that uses a small number of combinators.
I don't want to give it away entirely since I think part of the joy of this game is in using your own spatial reasoning to solve these logistical problems. However, I will say that you can solve ...
I don't want to give it away entirely since I think part of the joy of this game is in using your own spatial reasoning to solve these logistical problems. However, I will say that you can solve ...
- Wed Jul 05, 2017 8:16 am
- Forum: Gameplay Help
- Topic: Stocking a train with materials for outpost´s (Circuit]
- Replies: 5
- Views: 3147
Re: Stocking a train with materials for outpost´s (Circuit]
Whereabouts do I set the "train station" to send its cargo contents to the circuit network?
I have a "train stop" entity which has an option to send its contents to the train . But I assume that this is for sending information to the train to use in scheduling constraints, and not receiving ...
I have a "train stop" entity which has an option to send its contents to the train . But I assume that this is for sending information to the train to use in scheduling constraints, and not receiving ...