Search found 16 matches
- Wed Jan 22, 2025 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 57
- Views: 14081
Re: Auto-launching of mixed rockets
But it's not absolutely necessary as people who would want to could do all that themselves - if we had the option to order a launch through the circuit network.
I very much disagree with the approach of punting to the circuit network and not implementing some sensible logic to automatically ...
- Tue Jan 14, 2025 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Circuit conditions for Labs/Biolabs, letting us set current research from circuit network
- Replies: 5
- Views: 519
Re: Circuit conditions for Labs/Biolabs, letting us set current research from circuit network
This seems really hard to implement. Like what kind of circuit output would you send to the lab? I can't even imagine how this would work.
I would instead suggest something simpler: Let each lab have an automatic stall condition that causes it to search forward in the research queue for something ...
I would instead suggest something simpler: Let each lab have an automatic stall condition that causes it to search forward in the research queue for something ...
- Fri Jan 10, 2025 1:44 am
- Forum: Ideas and Suggestions
- Topic: Selector combinator mode: item ingredients
- Replies: 5
- Views: 449
Re: Selector combinator mode: item ingredients
And I would say that is a problem/symptom of a bad design.
- Fri Jan 10, 2025 1:35 am
- Forum: Ideas and Suggestions
- Topic: Auto quality upgrading
- Replies: 9
- Views: 609
Re: Auto quality upgrading
It seems to me you are basing your suggestion based on vanilla balancing (i.e. mostly strictly better versions), without taking into account how autoupgrading would work in the moddable design space.
In the context of mods one can do anything. Good can be bad, up can be down, whatever. The game ...
- Thu Jan 09, 2025 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Selector combinator mode: item ingredients
- Replies: 5
- Views: 449
Re: Selector combinator mode: item ingredients
This can be done even now by sending that signal to a machine with Set recipe and Read ingredients .
Except this causes problems with the need for the machine to output other signals, and would seem to cause weird circular issues when you both want to set the recipe AND read the ingredients ...
- Thu Jan 09, 2025 10:59 pm
- Forum: Ideas and Suggestions
- Topic: Auto quality upgrading
- Replies: 9
- Views: 609
Re: Auto quality upgrading
An issue with autoupgrades in two different axis (better entity vs. better quality) is it may be only partially ordered and not totally ordered.
Is normal prod module 2 better than uncommon prod module 1 because it has +6% productivity (vs. +4% productivity)?
Or is it worse because total ...
- Thu Jan 09, 2025 5:39 pm
- Forum: Ideas and Suggestions
- Topic: Demolisher collision
- Replies: 3
- Views: 477
Re: Demolisher collision
I did this hoping that one would kill the other. I figured they would have some kind of mechanism to fight each other because they are supposedly territorial.
- Thu Jan 09, 2025 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 57
- Views: 14081
Re: Auto-launching of mixed rockets
This is not exactly trivial because: consider a naive solution. Sort requested items by weight, put in heaviest item that fits, repeat while there's anything that can be added. Now, the problem is: more likely than not, the rocket capacity is not 100% filled. What now? Launch anyway? Fill the rest ...
- Thu Jan 09, 2025 4:28 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 57
- Views: 14081
Re: Auto-launching of mixed rockets
I agree that the whole "automatically supply requests" thing is just broken. The algorithm I would like to see is roughly as follows:
func try_fill_rocket(times_waited=0):
# prioritize space_platform and cargo_bay launches as that speeds up construction
# but when choosing what to send up always ...
func try_fill_rocket(times_waited=0):
# prioritize space_platform and cargo_bay launches as that speeds up construction
# but when choosing what to send up always ...
- Thu Jan 09, 2025 3:13 pm
- Forum: Ideas and Suggestions
- Topic: Auto quality upgrading
- Replies: 9
- Views: 609
Re: Auto quality upgrading
The upgrade planner is a bit of a pain to use for quality upgrades as you have to specify from what quality to what quality you want to upgrade for every single item that you want to upgrade. This can be a little overwhelming for the new player, and it is frankly boring to have to do.
Additionally ...
Additionally ...
- Mon Dec 02, 2024 5:15 pm
- Forum: Balancing
- Topic: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
- Replies: 29
- Views: 7380
Re: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
It feels odd that you get additional productivity gains from an extra, arguably, unnecessary step in the LDS chain (the casting of plates first, rather than casting directly into LDS).
Productivity as a whole is pretty screwed up. I wish it didn't exist at all, but it also becomes necessary as ...
Productivity as a whole is pretty screwed up. I wish it didn't exist at all, but it also becomes necessary as ...
- Mon Dec 02, 2024 4:55 pm
- Forum: Ideas and Suggestions
- Topic: Recycling+Quality is weird, why not an Inspection Machine
- Replies: 3
- Views: 528
Recycling+Quality is weird, why not an Inspection Machine
I think the use of recyclers on Fulgora is an interesting gameplay mechanic (not my favorite, but certainly interesting). However recyclers have also become a back-door way to improve quality, and I don't like how that works at all. I'm watching Nilaus' videos where he does ridiculous things like ...
- Thu Nov 21, 2024 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 33
- Views: 4928
Re: Allow Quality Downgrade
I don't see what this offers over the ability to independently downgrade items.
Sure one could build the same functionality to this option via a "downgrade chest/downgrade belt" neither of which currently exist in the game. I'm just suggesting that the downgrade function could be built directly ...
- Wed Nov 13, 2024 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 33
- Views: 4928
Re: Allow Quality Downgrade
I think this is a better suggestion than the related topic "Ability to craft lower quality with higher quality". Both try to answer the question of how to re-incorporate unwanted quality items back into the normal production chain, but this suggestion avoids some problems of having the assembling ...
- Wed Nov 13, 2024 6:13 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 23930
Re: Ability to craft lower quality with higher quality
I very much agree with this, and think it should be as simple as a toggle on the machine to enable "use (and waste) higher quality items". As the item is inserted it can immediately get downgraded to the recipes quality level.
That would enable us to build a production line with quality modules to ...
That would enable us to build a production line with quality modules to ...
- Sat Oct 27, 2018 1:38 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 255702
Re: Friday Facts #266 - Cleanup of mechanics
I disagree with removing the recipe limits on the Assembly machines. The problem with people rushing to Machine 2 has more to do with people needing what those machines can construct than not finding the distinction useful.
You can't build a steam engine with machine 1, nor an electric mine, nor an ...
You can't build a steam engine with machine 1, nor an electric mine, nor an ...