Search found 22 matches

by Hindenobyl
Fri May 13, 2016 3:49 pm
Forum: News
Topic: Friday Facts #138 - Better Circuit Network III
Replies: 59
Views: 18818

Re: Friday Facts #138 - Better Circuit Network III

I see nothing but good things in this one. Congratulations on the well deserved awards.
by Hindenobyl
Mon May 09, 2016 3:53 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 44058

Re: Friday Facts #137 - The release scarecrow

Currently, assembly machines stop working when they have stored 8 copper cable as an output, which means after researching enough stack size bonuses, all direct insertion using rapid inseters will suddenly stop working, which would be highly annoying for experienced players and highly confusing for...
by Hindenobyl
Mon May 09, 2016 3:16 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 44058

Re: Friday Facts #137 - The release scarecrow

I'll start off with, I don't have a big issue with these changes, at least in concept. However, what seems to have been overlooked is how these changes will destroy the usefulness of direct insertion for high throughput items, such as copper cable and gears. If I understood the post correctly, only ...
by Hindenobyl
Fri Apr 01, 2016 5:23 pm
Forum: News
Topic: Friday Facts #132 - Side Project
Replies: 118
Views: 42134

Re: Friday Facts #132 - Side Project

Go back to needing module 3s for the rocket silo, change the chance of a spawner of dropping an alien artifact to .0000000000000000001%, and sell artifacts on the mobile store for $20 for 50. Technically, it won't be pay to win.
by Hindenobyl
Thu Feb 25, 2016 5:45 pm
Forum: News
Topic: Steam Keys available
Replies: 83
Views: 25429

Re: Steam Keys available

Congratulations on the Steam release, though there is still about an hour to wait. I made bread to celebrate.
by Hindenobyl
Fri Jan 29, 2016 10:01 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 58218

Re: Friday Facts #123 - Better circuit network (Part 2)

Am I understanding correctly, that every single entity that we want to have a circuit condition is going to need its own circuit network condition writer? For example, if I have 32 red circuit factories that I only want working on a single network condition, I will also need 32 writers next to each ...
by Hindenobyl
Sat Dec 12, 2015 3:04 pm
Forum: Ideas and Suggestions
Topic: Minor Trash Slot Tweak
Replies: 2
Views: 6639

Re: Minor Trash Slot Tweak

Pretty much, yeah. I do check out mods relatively often, I guess I just missed this one. Thanks for pointing it out!
by Hindenobyl
Thu Dec 10, 2015 5:18 pm
Forum: Ideas and Suggestions
Topic: Minor Trash Slot Tweak
Replies: 2
Views: 6639

Minor Trash Slot Tweak

The logistics trash slots are a great concept to start with, though I feel a minor tweak can make them even more useful than they already are. I suggest some sort of filter that will work similarly to the requester slots. Basically, leave the option to manually drag items into the trash bin, and hav...
by Hindenobyl
Thu Nov 12, 2015 9:17 pm
Forum: Releases
Topic: Version 0.12.17
Replies: 36
Views: 36305

Re: Version 0.12.17

My back thanks you for making the icons bigger. My sense of aesthetics thanks you for making things prettier. Not that the old icons were horrible, these are just clearly better.
by Hindenobyl
Mon Oct 19, 2015 2:04 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Robot Production
Replies: 8
Views: 21099

Re: Robot Production

This is my hopefully not the final version, as I've been having a lot of fun tinkering with this thing. I gave it its own red circuit production and stuck box production in, mainly to keep the general rectangular shape. The various combinators make sure that logistic robots get priority of red circu...
by Hindenobyl
Wed Oct 07, 2015 4:51 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Robot Production
Replies: 8
Views: 21099

Re: Robot Production

I combined the two ideas into one. I used combinators to keep my 3:1 logistic robot to construction robot ratio and used your set up to produce engines when I have my robot quota. The robot production takes the same amount of space, but I end up not needing an additional engine production line and s...
by Hindenobyl
Sat Oct 03, 2015 1:39 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Robot Production
Replies: 8
Views: 21099

Robot Production

I haven't seen very many robot builds on here, so I thought I'd share mine. If you can figure a way to make it even more compact, I'll all ears.
by Hindenobyl
Fri May 15, 2015 6:56 pm
Forum: News
Topic: Friday Facts #86 - Trees
Replies: 86
Views: 40788

Re: Friday Facts #86 - Trees

If you guys want to add a new machine type for just concrete, an idea I like very much, why not have the new machine handle every recipe that uses both solids and fluids? Right now chemical plants handle mostly fluid inputs with a couple solid inputs and assembly machines handle mostly solid inputs ...
by Hindenobyl
Sat Feb 14, 2015 4:51 pm
Forum: News
Topic: Friday Facts #73 - Minds versus bytes.
Replies: 63
Views: 32923

Re: Friday Facts #73 Minds versus bytes.

I guess I have more of a question than a criticism. How does the rescue the colonist ending leave room for expansion? I'm struggling to see it. With the previous idea of getting to a galactic market, I could easily see things that could be added later. The inclusion of AI players that are also getti...
by Hindenobyl
Tue Dec 23, 2014 6:53 am
Forum: Resolved Problems and Bugs
Topic: 11.7 Multiplayer Crashes
Replies: 3
Views: 858

Re: 11.7 Multiplayer Crashes

11.8 fixed all issues. I wasn't expecting that to show up until after Christmas, so thanks for the expediency. It's so nice to have devs that actually care about what they're doing. Keep up the good work.
by Hindenobyl
Sat Dec 20, 2014 8:56 pm
Forum: Resolved Problems and Bugs
Topic: 11.7 Multiplayer Crashes
Replies: 3
Views: 858

Re: 11.7 Multiplayer Crashes

That's completely understandable. These things happen when a game is under development. I didn't see my issue listed as an issue for yesterday's update, so I felt it was worth bringing it to someone's attention, especially since an outdated pc connecting to a mac seems like it would be a not immedia...
by Hindenobyl
Fri Dec 19, 2014 10:24 pm
Forum: Resolved Problems and Bugs
Topic: 11.7 Multiplayer Crashes
Replies: 3
Views: 858

11.7 Multiplayer Crashes

Single player works fine with no problems but when I try to connect to my mom's game my game crashes before it can even attempt to load anything. Her game does not crash. We have identical game settings and versions (11.7). She is using OS X Yosemite and I am using Windows 7. Log File : 0958.118102 ...
by Hindenobyl
Tue Dec 16, 2014 2:00 am
Forum: Ideas and Suggestions
Topic: New Use For Plastic
Replies: 9
Views: 2037

Re: New Use For Plastic

I agree with you Nova. This is why I suggested it as more of a finishing touch thing to be added much later down the road. I'm operating on the assumption that because oil is a newer addition than most things in the game, all of the intended uses for the various products haven't been added yet. If w...
by Hindenobyl
Mon Dec 15, 2014 7:56 pm
Forum: Ideas and Suggestions
Topic: Better train logic (smarter alternative route finding)
Replies: 30
Views: 8346

Re: Better train logic (smarter alternative route finding)

The only way I've manged to think of to solve that problem is to place rail signals every 4th or 5th rail segment. Also I make bypasses with train stops on them and instruct the train to stop for 0 seconds. Eventually, with enough trains, it may become necessary to cover every single track tile with...
by Hindenobyl
Mon Dec 15, 2014 4:13 am
Forum: Ideas and Suggestions
Topic: New Use For Plastic
Replies: 9
Views: 2037

Re: New Use For Plastic

Lol. That would explain why we can carry trains, tanks, and 50 factories in our pockets with room to spare. Props on the out of the box thinking there.

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