Search found 13 matches

by DemRat
Thu Mar 06, 2025 11:14 am
Forum: Duplicates
Topic: [2.0.27] Undoing blueprint deletion results in redundant wires within that blurprint
Replies: 5
Views: 440

Re: [2.0.27] Undoing blueprint deletion results in redundant wires within that blurprint

Yeah, I have observed this a lot when building complicated circuitry. This is really annoying, as it completly breaks any readability. It effectively makes "undo" unusuable in that scenario, because every undo is immediately followed by like half a minute of figuring out which wires I need to remove ...
by DemRat
Tue Mar 04, 2025 3:05 pm
Forum: Ideas and Suggestions
Topic: Change default settings of Arithmetic Combinator to be "times one"
Replies: 5
Views: 372

Re: Change default settings of Arithmetic Combinator to be "times one"


If a different default would be more useful to you, blueprinting a combinator with those settings could work.


Blueprinting it would take about as many extra clicks to use as setting it manually.
It would also still do nothing per default - the input and output signal would still be set to ...
by DemRat
Tue Mar 04, 2025 2:47 pm
Forum: Ideas and Suggestions
Topic: Change default settings of Arithmetic Combinator to be "times one"
Replies: 5
Views: 372

Re: Change default settings of Arithmetic Combinator to be "times one"


in my base on Nauvis


See, I am working on a distributed arbitrary request-supply system with dynamic train dispatch for Fulgora (abusing that rail signals can carry wires to connect together all islands), and it's really, really hard to keep the complex conditions separated while also ...
by DemRat
Tue Mar 04, 2025 11:58 am
Forum: Ideas and Suggestions
Topic: Change default settings of Arithmetic Combinator to be "times one"
Replies: 5
Views: 372

Change default settings of Arithmetic Combinator to be "times one"

TL;DR
Arithmetic Combinators should, when freshly placed, be configured to multiply by one to reduce the clicks necessary to make it work as a diode, as this is both a common usage and because the current default settings are never relevant.


What?
Currently, when placing a fresh Arithmetic ...
by DemRat
Thu Feb 20, 2025 9:22 am
Forum: Show your Creations
Topic: Cargo Landing Pad: Throughput-optimal 3.600 items/s without bots
Replies: 1
Views: 1696

Cargo Landing Pad: Throughput-optimal 3.600 items/s without bots

Hello! Today I will showcase my most dearest project over the last two weeks month or two (writing this took a while ) - the best possible cargo landing pad throughput that doesn't use bots. For a different (not necessarily better) reading experience you can visit my work in progress blog .
Have a ...
by DemRat
Fri Sep 08, 2023 6:54 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 267445

Re: Friday Facts #375 - Quality

I really like the potential for fun puzzles with the recyclers and quality levels, it introduces a new kind of setup that I am looking forward to.

My biggest fear is choice paralysis. Should I sort out the odd Legendary circuit for later use? Should I gun for high quality immediately? What should I ...
by DemRat
Mon Jun 19, 2017 7:07 am
Forum: Balancing
Topic: Defender robots OR: red-headed stepchildren of rebalancing
Replies: 5
Views: 3724

Re: Defender robots OR: red-headed stepchildren of rebalancing

I personally don't use follower robots at all, but my guess is that they are useful as extra dps, as they shoot additionally to your own weapon of choice.
by DemRat
Sun Jun 18, 2017 5:13 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 1.4 Reds/s
Replies: 5
Views: 4811

Re: 1.4 Reds/s

Did I say that I'm finished? :P

I'm currently working on the 1.4/s High Tech setup, green through Production are already done. Once I have a blueprint for each Pack type, I can create a factory that creates exactly 1.4 packs per second of every type as long as it is supplied with enough material ...
by DemRat
Sun Jun 11, 2017 8:51 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 1.4 Reds/s
Replies: 5
Views: 4811

Re: 1.4 Reds/s

eX_ploit wrote:Why 1.4 packs per second?
By standardizing all of these Blueprints to 1.4 packs per second, upgrading your science pack production is as simple as supplying one additional set of these Blueprints with enough materials. The .4 comes from the Productivity modules.
by DemRat
Fri Jun 02, 2017 1:21 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 1.4 Reds/s
Replies: 5
Views: 4811

1.4 Reds/s

One of the common problems I face in this game is that no matter what layout I start with, somewhen it always fails because the belts don't have enough throughput and extending the system would make everything weird and ugly. While it may be fun to jury-rig a system to handle in/outputs that it wasn ...
by DemRat
Wed May 31, 2017 9:27 am
Forum: Ideas and Suggestions
Topic: Versioning for blueprints
Replies: 5
Views: 3380

Re: Versioning for blueprints

Given that placing ghosts is a thing, it'd be nice if we could use the same feature to add stuff to blueprints directly.

We can already have any imaginable blueprint anyway by simply creating it in another game and saving it locally, so it'd just make 'creating the right blueprint' or 'fixing this ...
by DemRat
Sat May 27, 2017 10:01 pm
Forum: Balancing
Topic: Circuitry Wires are expensive and finicky
Replies: 3
Views: 1827

Re: Circuitry Wires are expensive and finicky

Funfact: Construction robots can place circuitry wires without actualy having any available.

If you are willing to put in the work, they are without cost once you have an appropriate blueprint.
by DemRat
Sat May 27, 2017 2:41 am
Forum: Ideas and Suggestions
Topic: Make Aliens desireable again
Replies: 4
Views: 1857

Re: Make Aliens desireable again

DyTech has biter corpses that can be tourned into bones, which in turn can be burned to bone ash which is a fuel.

As a logical consequence, our base ran entirely on corpses from spawners surrounded by turrets.

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