Search found 165 matches

by MEOWMI
Mon Jan 25, 2021 6:13 pm
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 21
Views: 986

Re: The thing that bothers me since game start

Here's a worse one: The belts move without any source of power.

It's just done that way to make the game more fun.
by MEOWMI
Mon Jan 25, 2021 8:56 am
Forum: Balancing
Topic: Spidertron grid size
Replies: 15
Views: 333

Re: Spidertron grid size

It would be super strong if it was bigger, almost certainly overpowered. Also, the player is supposed to be stronger than a spidertron in many ways. The engineer is by far most important thing in the factory so the higher tier equipment should match that design principle as well, and one aspect wher...
by MEOWMI
Sat Jan 16, 2021 1:26 pm
Forum: Technical Help
Topic: I need help with stutter diagnosis (probably not GFX related)
Replies: 10
Views: 412

Re: I need help with FPS stutter diagnosis

It's useful to know, if you are able to test, do any other games cause issues? Preferably test a variety of low-load and heavy-load games.

My main line of thinking is that if it's something general, it would probably be very apparent in other games and programs too.
by MEOWMI
Wed Jan 06, 2021 11:41 am
Forum: General discussion
Topic: Game optimization and playability
Replies: 33
Views: 2516

Re: Game optimization and playability

There is , in fact, an extreme amount "going on behind the scenes to enhance the performance". If it wasn't there, you could probably not even reach 1k spm. Aside from further advanced optimizations, there is one method that has interested me: creating extremely costly but very UPS efficient alterna...
by MEOWMI
Tue Dec 29, 2020 2:14 pm
Forum: Gameplay Help
Topic: Power logic
Replies: 8
Views: 455

Re: Power logic

If I understand you correctly, either have burner inserters feed the power if it's an issue with inserters not having power, have the backup power activate before the batteries run out, at like 2% or something, or have a separate battery or two for the inserters (more than doable with circuits and m...
by MEOWMI
Fri Dec 18, 2020 11:07 pm
Forum: Ideas and Suggestions
Topic: Redo functionality
Replies: 25
Views: 1752

Re: Redo functionality

+1 I thought about this for a while, and I do think it's something that's definitely a good idea. Simply put, it's too easy to accidentally undo something you worked on across the map that you already forgot about and then never be able to find it again (until you realize a facility and large parts ...
by MEOWMI
Fri Dec 18, 2020 4:22 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 412

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

The logistics networks will only process up to a certain amount of tasks per tick. If you have hundreds and hundreds of tasks queued up, it'll both slow down the processing of assigning individual tasks, but also mean that not all tasks may get alerts. From what I know this is relatively well known ...
by MEOWMI
Fri Dec 18, 2020 12:21 pm
Forum: Gameplay Help
Topic: Trying a new (to me) type of defense, having issues.
Replies: 6
Views: 445

Re: Trying a new (to me) type of defense, having issues.

I, too, learned that if you don't have walls, even tiny gaps in turret coverage will cause enemies to slip through. I swear a gap as wide as just 5 tiles had enemies slip through... (for reference, this was with gun turrets.)
by MEOWMI
Sun Dec 13, 2020 11:25 am
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 14
Views: 578

Re: Create module request when placing ghost over existing building

It's actually similar if you want to update entity settings remotely... most commonly for me, changing circuit conditions or splitters. Very cumbersome to do remotely. That does work with the temporary blueprint method above. It is just modules that are the exception. Wait, what exactly is the exce...
by MEOWMI
Sat Dec 12, 2020 5:50 pm
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 14
Views: 578

Re: Create module request when placing ghost over existing building

I'll +1 this because adding or changing modules at all with bots is a major pain to do remotely.

It's actually similar if you want to update entity settings remotely... most commonly for me, changing circuit conditions or splitters. Very cumbersome to do remotely.
by MEOWMI
Tue Dec 08, 2020 11:02 am
Forum: Not a bug
Topic: Spidertron bug?
Replies: 9
Views: 1008

Re: [Klonan] Spidertron bug?

Last release I just finished implementing all the parts of the stickers that were not finished, and part of the result is that they are now correctly slowed down by the acid stickers from worms/spitters Noooooooo! I thought this was a feature :cry: I thought so too... BLAH! Acid stickers are so ove...
by MEOWMI
Tue Nov 24, 2020 1:48 am
Forum: Releases
Topic: Version 1.1.0
Replies: 214
Views: 36335

Re: Version 1.1.0

What can I say, a big congrats and a big thank you!
by MEOWMI
Thu Nov 19, 2020 12:22 pm
Forum: Ideas and Suggestions
Topic: Long-Handed Filter Inserters
Replies: 11
Views: 623

Re: Long-Handed Filter Inserters

I would agree, that is a very legitimate use of long-handed inserters, one I think is fully justified too. My main idea was that they're niche in what they do that short inserters can't. The use is almost always with production machines, where filtering is almost never needed. Mods that needed it wo...
by MEOWMI
Thu Nov 19, 2020 8:41 am
Forum: Ideas and Suggestions
Topic: Long-Handed Filter Inserters
Replies: 11
Views: 623

Re: Long-Handed Filter Inserters

I think it's probably just one of those things they want you to figure out a workaround on your own. There's no way it wasn't considered by the devs. Most of the time I use long-handed inserters as a hack, it's to feed an assembler, in which case they already work perfectly. Every other time normal ...
by MEOWMI
Thu Nov 19, 2020 8:15 am
Forum: General discussion
Topic: Performance while running the game on Android phone
Replies: 11
Views: 1224

Re: Performance while running the game on Android phone

Is the CPU instruction architecture literally incompatible?

Anyway, nice render performance... I wonder why that's so slow. Is it software rendering everything?
by MEOWMI
Tue Nov 17, 2020 2:30 pm
Forum: Minor issues
Topic: Snapping to large grid size cause blueprint to jitter
Replies: 5
Views: 406

Re: Snapping to large grid size cause blueprint to jitter

Wouldn't like 2000 be enough for the intended behavior?

If you intentionally cause an overflow... well, that's an overflow alright. Seems more like feature request than a bug report but I guess it is a tiny bug.
by MEOWMI
Mon Nov 16, 2020 3:28 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 3696

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

The main proposal does seem to have some merit, but it involves a lot of changes, which makes it harder and thus less likely, all for fixing a small problem which further makes it all the less likely. You would probably want to motivate and explain it in more detail but I suspect that's not an easy ...
by MEOWMI
Mon Nov 16, 2020 8:38 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 3696

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

Why would you have 50% satisfaction? I could understand it if it was a bug that happened frequently when you have random, instantaneous dips in power, but it sounds like you're consistently sitting on very low power (considering the baseline is 100% satisfaction). [...] Power can easily crash from ...
by MEOWMI
Sun Nov 15, 2020 4:49 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 3696

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

Why would you have 50% satisfaction? I could understand it if it was a bug that happened frequently when you have random, instantaneous dips in power, but it sounds like you're consistently sitting on very low power (considering the baseline is 100% satisfaction). Trying to min-max entity behavior i...
by MEOWMI
Fri Nov 13, 2020 2:37 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 46545

Re: Friday Facts #363 - 1.1 is getting close

Maybe the character tab (window) with the coloring options would be accessible via a button located in the bottom right, since that's where the weapons and armor are listed? That would solve the duplication ambiguity as well because you know you clicked a button right next to those fields. Other tha...

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