Search found 11 matches

by Hermitude
Fri Nov 22, 2019 6:12 pm
Forum: Modding discussion
Topic: Dealing with large operations in a single tick.
Replies: 14
Views: 4739

Re: Dealing with large operations in a single tick.

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 u...
by Hermitude
Mon Nov 18, 2019 11:37 pm
Forum: Modding discussion
Topic: Proposal: Factory Metrics
Replies: 5
Views: 2154

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.
by Hermitude
Mon Nov 18, 2019 11:35 pm
Forum: Modding discussion
Topic: Proposal: Factory Metrics
Replies: 5
Views: 2154

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 pollution m...
by Hermitude
Mon Nov 18, 2019 10:09 am
Forum: Modding discussion
Topic: Proposal: Factory Metrics
Replies: 5
Views: 2154

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...
by Hermitude
Thu Nov 07, 2019 7:48 pm
Forum: Modding help
Topic: How can I go about manipulating the craft queue?
Replies: 3
Views: 1907

Re: How can I go about manipulating the craft queue?

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
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.
by Hermitude
Thu Nov 07, 2019 12:23 am
Forum: Modding help
Topic: How can I go about manipulating the craft queue?
Replies: 3
Views: 1907

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 LuaControl.craf...
by Hermitude
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: 717

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 t...
by Hermitude
Sun Oct 06, 2019 1:16 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: ~1k SPM "Drive everywhere base"
Replies: 2
Views: 3464

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 drastical...
by Hermitude
Sat Oct 05, 2019 3:26 am
Forum: Mods
Topic: [0.17+] BulletTrains v0.1.0
Replies: 0
Views: 1201

[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 a...
by Hermitude
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: 38814

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 ...
by Hermitude
Wed Jul 05, 2017 8:16 am
Forum: Gameplay Help
Topic: Stocking a train with materials for outpost´s (Circuit]
Replies: 5
Views: 2667

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 no...

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