Search found 224 matches

by evandy
Tue Sep 15, 2020 2:08 am
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 25
Views: 3265

Re: Beacon on/off via circuit network

I'm definitely in favor of making beacons possible to enable/disable via circuit condition. (Either that or make them auto-shutdown when machines in their radius are idle, and that's probably a UPS problem). Why not add such a condition to anything else? Because everything else stops consuming gobs ...
by evandy
Tue Sep 15, 2020 2:03 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3768

Re: Do not show no_power_warning icon when using power switch

The only real reason to shut off power with a power switch (vs turning off input belts/inserters) is beacons - which consume gobs of power, even when no machines in their area are active. Rather than mucking about with power, reconnection computations, & etc. why not just fix the idle beacon problem...
by evandy
Fri Aug 28, 2020 10:11 pm
Forum: Ideas and Suggestions
Topic: Better Blueprint Placement
Replies: 10
Views: 350

Better Blueprint Placement

I didn't see this mentioned when I searched; if it is already there please feel free to consolidate. TL;DR Rules for placing blueprints with & without conflicts should be smarter What ? I think that the rules the engine uses to validate blueprint placement should be enhanced as follows: - If a bluep...
by evandy
Sun Aug 23, 2020 3:29 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1693
Views: 599518

Re: [1.0] Sea Block Pack 0.4.10

I just went and played with Helmod a bit more - holy shit, this is bananas . Using Electrolysis II to produce slag for a 75 Mineral Sludge/second setup (my standard building block) spits out enough mineralized water to produce 19 megawatts of power over and above it's operating cost! Plus, crystal ...
by evandy
Sun Aug 23, 2020 3:34 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1693
Views: 599518

Re: [1.0] Sea Block Pack 0.4.10

The other major change to power is the electrode-based recipies in the electrolyzers. Cleaning electrodes now gives you back additional mineralized water on top of what you get from the slag. I have seen peoples bases run totally off the mineralized water (heading to algae II/charcoal) while using t...
by evandy
Thu Aug 13, 2020 3:16 pm
Forum: Ideas and Suggestions
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 77
Views: 8289

Re: Automatically landfill when placing blueprints/ghosts

We want a feature, and you are arguing against it even though your playstyle will continue to work regardless. That's weird. These are not valid arguments. I try to show alternative options, that enable another playstyle than yours. :) And as side effect enable both styles. Sorry, I don’t have the ...
by evandy
Tue Aug 11, 2020 3:53 pm
Forum: Ideas and Suggestions
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 77
Views: 8289

Re: Automatically landfill when placing blueprints/ghosts

I'm totaly for not scheduling bots for entity ghosts as long as the landfill / tile ghost beneath them doesn't have a bot assigned. Even waiting for the landfill / tile ghost to be placed would be ok-ish, although slower. But they should be visible right from the start. Hiding that some placement j...
by evandy
Mon Aug 10, 2020 6:36 pm
Forum: Ideas and Suggestions
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 77
Views: 8289

Re: Automatically landfill when placing blueprints/ghosts

Right, that’s exactly my suggestion. Update the base game to put down both ghosts and have the machine placing bot wait for the landfill to be placed (same way they wait for deconstruction).
by evandy
Sun Aug 09, 2020 4:19 pm
Forum: Ideas and Suggestions
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 77
Views: 8289

Re: Automatically landfill when placing blueprints/ghosts

Actually, you're right, the suggestions are not the same exactly, they try to address the same issue (impracticality of building blueprints on water) with variations of "auto-landfill". There are 3 main suggestion families to address this currently represented in the suggestions subforum : - a key ...
by evandy
Sun Aug 09, 2020 4:06 am
Forum: Ideas and Suggestions
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 77
Views: 8289

Re: Automatically landfill when placing blueprints/ghosts

[Koub] Merged into older topic with same suggestion. I do not believe that my suggestion is necessarially the same as the topic you merged it with. This thread is about automatically adding landfill (that did not exist in the BP) when you place blueprints. I am talking about placing landfill AND th...
by evandy
Sat Aug 08, 2020 3:49 pm
Forum: Ideas and Suggestions
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 77
Views: 8289

Single-Placement for blueprints with tiles/landfill

TL;DR Blueprints with tiles that change machine-placement rules should auto place the machines & the tiles under them automatically. WHAT? When a blueprint includes tiles (e.g. a nuclear blueprint being placed on a lake) you need to place the blueprint twice. Once (with a shift-click) to place the l...
by evandy
Sun Jul 19, 2020 4:51 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3631
Views: 653484

Re: Development and Discussion

It would be nice if ore sorting with catalyst to a single ore would get nerfed. I like the challenge to balanced out multiple ores from 1 sorting, but it doesn't feel rewarding because the yield of catalyst sorting is as good and doesn't even have by-products to worry about. Imho it would be much b...
by evandy
Fri Jul 10, 2020 11:26 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1693
Views: 599518

Re: [0.18] Sea Block Pack 0.4.7

Cause to your point about angels industries, I've done seablock angelbobs (including angels industries) runs before (back before AI components/technology were a thing), and they worked great! I do wanna note that only adding industries into the mix will work as expected, it's only when you enable t...
by evandy
Tue Jul 07, 2020 1:17 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1693
Views: 599518

Re: [0.18] Sea Block Pack 0.4.8

Found the culprit. It was NuclearFuel by GotLag. I had to run /c game.player.force.technologies["kovarex-enrichment-process"].enabled = true to re-enable kovarex. It seem I also needed to re-enable thorium-processing, thorium-plutonium-fuel-cell, plutonium-fuel-cell, thorium-fuel-reprocessing and d...
by evandy
Mon Jul 06, 2020 10:38 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1693
Views: 599518

Re: [0.18] Sea Block Pack 0.4.8

I recently removed the Angels Industries and Nuclear (something overhaul something) mods and was getting ready to start looking into nuclear, but now I'm confused. Do I have a borked save, or is the Bobingabout process supposed to be locked behind a hidden tech, or is it itself supposed to be hidde...
by evandy
Sun Jul 05, 2020 11:09 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1693
Views: 599518

Re: [0.18] Sea Block Pack 0.4.7

@Trainwreck (and others) - Can we consider adding Angels' Industries to the Seablock mod pack? The major reason for it would be to get the new Nuclear Overhaul recipes that Pez put together that are right up Seablock's alley. I can confirm that it works fine if you install it over the current seabl...
by evandy
Sat Jul 04, 2020 6:22 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1693
Views: 599518

Re: [0.18] Sea Block Pack 0.4.7

@Trainwreck (and others) - Can we consider adding Angels' Industries to the Seablock mod pack? The major reason for it would be to get the new Nuclear Overhaul recipes that Pez put together that are right up Seablock's alley. I can confirm that it works fine if you install it over the current seablo...
by evandy
Sun Jun 07, 2020 2:40 am
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 10790

Re: [0.18] Please post bugs and balance issues here.

Beacons do not seem to upgrade with a (default) upgrade planner. They work fine if I make one specifically for them, but not if I just click the green button & drag it over the beacons...
by evandy
Wed Jun 03, 2020 5:36 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3631
Views: 653484

Re: Development and Discussion

should swamps maybe take viscous mud water, instead of mud, as an input? You can always turn mud into viscous water... And, well, swamps are kinda wet... I feel that the water input + the mud looks "muddy" enough, especially when comparing to the other types? Just looking at it like the soil issue ...
by evandy
Wed Jun 03, 2020 3:15 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3631
Views: 653484

Re: Development and Discussion

The purpose of mud as an item has evolved from being a nuisance by-broduct in the washing chain that had to be managed to an input product in the farm-power chain. Therefore, it would be good to have a recipe in the washing chain that focused on producing mud, to complement the current methods of g...

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