Search found 209 matches

by McDuff
Sat Oct 19, 2019 12:24 am
Forum: Ideas and Suggestions
Topic: Logistics robots should not remove repair packs from roboports
Replies: 12
Views: 178

Re: Logistics robots should not remove repair packs from roboports

As others have said: Roboports have slots for repair packs so they don't have to drop off the repair packs somewhere before going back into the roboport. Robots can also grab repair packs from other roboports so they don't get stuck in a situation where one roboport has 500 repair packs and 0 robot...
by McDuff
Mon Sep 23, 2019 8:04 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Is it worth giving this mod its own subforum? It would be nice to have some discussion threads about builds and blueprints that don't ping Deadlock's phone when we post.
by McDuff
Sun Sep 22, 2019 2:45 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

The gravel/ore flooring seems to blend into the new landfill texture rather than having the neat edges it has on other kinds of flooring. Is this intended behaviour? No. Landfill tiles have been in the game for, what, four days? They didn't exist when I added the gravel flooring. I need to fix the ...
by McDuff
Sun Sep 22, 2019 12:49 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

The gravel/ore flooring seems to blend into the new landfill texture rather than having the neat edges it has on other kinds of flooring. Is this intended behaviour?
Screenshot 2019-09-22 at 13.27.38.png
Screenshot 2019-09-22 at 13.27.38.png (1.02 MiB) Viewed 1824 times
by McDuff
Fri Sep 20, 2019 9:03 am
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 320

Re: One Wire for control circuits, colours as channels

This is a good point. A potential workaround for this would be to include a "local loopback" output which feeds the output of a combinator back to the input and only applies within the domain of the combinator itself. Something like this? factorio expanded circuit ui.jpg What I definitely wouldn't w...
by McDuff
Thu Sep 19, 2019 9:34 am
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 320

Re: One Wire for control circuits, colours as channels

I expect that assignment could be done in much the same way that you pick signals now - click on a box and select the colour. I would also suggest that devices have some kind of light on the outside that shows which channels they're on by changing colour. At present the connection box has different ...
by McDuff
Thu Sep 19, 2019 9:07 am
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 320

One Wire for control circuits, colours as channels

TL;DR Replace "Red Wire" and "Green Wire" with "data cable," allow setting channels for signals as colours. What ? Circuits are often difficult to visually read in combinator layouts, and anything that requires multiple inventory signals can require vast amounts of combinators. I have in the past p...
by McDuff
Tue Sep 17, 2019 1:34 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

... And otherwise I totally agree, in 20hours + of playing this mod I have not disassembled once even... Well, i did. Its cool to be able to recycle stuff, that gives you a good feeling not to waste. But it turns yout a lot of stuff you get from the disassembler you cnanot put to use anymore. Coppe...
by McDuff
Mon Sep 16, 2019 8:33 am
Forum: Ideas and Suggestions
Topic: Vehicle recall/return to home command
Replies: 2
Views: 72

Re: Vehicle recall/return to home command

Having an option to get the vehicle to come to you (taking care of waypathing / enemy spawns) or a return to base command would be nice. I do remember a mod that had C&C style mining with vehicles and could go to the mine field and come back to the 'garage', so this is technically feasible. I've lo...
by McDuff
Tue Sep 10, 2019 8:17 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Going to try moving away from early burner spaghetti to a bus. What do people reckon are good bus lanes? (Late Bronze/Early Iron)
by McDuff
Mon Sep 09, 2019 8:56 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Just came to ask where to find rubber trees, I see that the RNG is kind of a dick about that sometimes. Am getting mauled by biters looking for them but I'll perservere. Would be good if they could be put in the starting area with a bit more frequency, maybe? ETA or maybe make the clumps/groves bigg...
by McDuff
Fri Aug 30, 2019 10:56 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (WIP)

Adamo wrote:
Fri Aug 30, 2019 10:54 am
Deadlock989 wrote:
Fri Aug 30, 2019 10:33 am
Maybe you should change the name of your mod to Zindustrial Revolution.
Hey I'm running a mod called Zzzangels and Zzzzbobs can you make it compatible please?
by McDuff
Thu Aug 29, 2019 3:54 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (WIP)

That makes sense, I guess I'll play with it and see what kinds of designs end up being needed. I like Shaun's experimental stacking because you can get the same output with far fewer entities, which is obviously nicer for CPU.
by McDuff
Thu Aug 29, 2019 3:01 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 656
Views: 60313

Re: [MOD 0.17+] Industrial Revolution (WIP)

One last question on my mind. Vanilla really benefits from your staking beltboxes to reduce bus size on materials (looking at those 32 iron belts) - will the variance in product types in IR mean significantly less of each material needed to the point where something like the beltboxes won't be as u...
by McDuff
Tue Aug 27, 2019 11:22 am
Forum: Mods
Topic: [0.17] Sam's Trains 0.1.7
Replies: 13
Views: 459

Re: [0.17] Sam's Trains 0.1.1

Yeah, I think this is clearly designed to be LTN for people who don't want LTN's complexity, so asking the mod author to effectively replicate LTN doesn't seem like a good idea?
by McDuff
Tue Aug 27, 2019 11:19 am
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 3229

Re: A Case for Balancing Nuclear Power

I messed about with the heat mechanics a bit a while ago while I was trying to make a simplified/unified version of the "Solar Thermal" mod, which had too many tiers for me. I may well reopen that mod and try a test reactor with a max temperature of 10,000 or something, see what happens. I know when...
by McDuff
Fri Aug 23, 2019 9:58 am
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 3229

Re: A Case for Balancing Nuclear Power

I looked at some other nuclear mods and it appears as if the reactor prototype does have a heat buffer with a settable max temperature in code. There's no "heat pump" entity so you can never make one heat buffer hotter than the reactor or other equivalent heat generator, but from my very brief and i...
by McDuff
Thu Aug 22, 2019 12:18 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 3229

Re: A Case for Balancing Nuclear Power

As far as UPS goes, the best way to deal with it is decreasing the number of buildings. That can be achieved by adding additional tiers of steam turbine that work at higher temperatures, or simply increasing the max temperature of nuclear steam and the heat pipe system in the first place. You could ...
by McDuff
Wed Aug 07, 2019 3:44 pm
Forum: Ideas and Suggestions
Topic: Add a late-game tier for smelting
Replies: 3
Views: 170

Re: Add a late-game tier for smelting

Surely the way forward is to increase the module tiers/slots? If you can get an electric smelter with more slots and, like, level 5/6 modules, you can increase speed that way, without having to mess up everyone's belt calculations for smelter lines with incremental increases.
by McDuff
Thu Aug 01, 2019 2:55 pm
Forum: Ideas and Suggestions
Topic: Isolate roboports by limiting them by circuit networks
Replies: 17
Views: 475

Re: Isolate roboports by limiting them by circuit networks

Who was it who had the idea of separating the different functions of roboports up? Well, not me originally, but it sure was me last night. In this case I wanted them split because I don't want, or need, a logistics network, but would like a construction repair network covering some infrastructure. ...

Go to advanced search