Search found 25 matches

by ilikegoodfood
Fri Dec 13, 2024 10:48 pm
Forum: Ideas and Suggestions
Topic: Parameterise locked chest slot count
Replies: 2
Views: 380

Re: Parameterise locked chest slot count

Using a fixed lock count, as you mentioned, is possible, and is perfectly viable once you have very large amounts of resources available, or for things that you will always want available in bulk.

The reason for my request is two fold.
When you do not yet have large amounts of resources available ...
by ilikegoodfood
Fri Dec 13, 2024 9:29 pm
Forum: Ideas and Suggestions
Topic: Parameterise locked chest slot count
Replies: 2
Views: 380

Parameterise locked chest slot count

TL;DR
If a chest has locked slots please allow the number of locked slots to be parameterized when a blueprint including the chest is made.

What?
Additionally, the parameterisation of multiple chests with locked slots can be differentiated or grouped based on the number of locked slots at the ...
by ilikegoodfood
Sun Nov 17, 2024 1:47 am
Forum: Minor issues
Topic: [2.0.15] Cannot quick replace, target for deconstruction, or target for upgrade, shared chests.
Replies: 4
Views: 474

Re: [2.0.15] Cannot quick replace, target for deconstruction, or target for upgrade, shared chests.

In that case, since I am very concerned about the inability to move chests remotely once we are operating remotely on multiple worlds, is there a way to turn the setting off via the console, or direct save editing?

Manually replacing all chests once, thus changing them to our own teams, will be a ...
by ilikegoodfood
Sat Nov 16, 2024 1:08 am
Forum: Minor issues
Topic: [2.0.15] Cannot quick replace, target for deconstruction, or target for upgrade, shared chests.
Replies: 4
Views: 474

[2.0.15] Cannot quick replace, target for deconstruction, or target for upgrade, shared chests.

When playing with the PvP scenario, with the shared chests setting enabled, players cannot quick replace chests, and chests cannot be targetted for deconstruction or upgrading by construction robots.

This applies for all chests, placed by all players or by construction robots. The issue occurs ...
by ilikegoodfood
Sun Sep 10, 2023 7:11 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 256509

Re: Friday Facts #375 - Quality




On a different note, the all caps yelling by the developer comes across, to me, as extremely unproffesional.


Stop posting blatant lies!
Where did this happen? Provide a link.


A mistake is not the same as a lie.

I double checked, and the person I was refering to was not, in-fact, a dev. I ...
by ilikegoodfood
Sun Sep 10, 2023 12:16 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 256509

Re: Friday Facts #375 - Quality

As for the things I do and don't like, it's a pretty short list:

I very much like that the different machines have different quality bonus effects.
I would like to see this further extended to include trains (acceleration for engines, cargo space for wagons), and underground belts and pipes (max ...
by ilikegoodfood
Sun Sep 10, 2023 11:57 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 256509

Re: Friday Facts #375 - Quality


hey hey humans calm down ! x) the purchase decision is a personnal one, i'd rather hope people buy it if there is things they like in it, but i can understand someone not wanting to buy it, even if there is stuff they like, because they think there is mostly things they dislike, it make perfect ...
by ilikegoodfood
Sat Sep 09, 2023 9:52 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 256509

Re: Friday Facts #375 - Quality


The expansion absolutely is "vanilla". It is not a mod, or a custom game mode, but the big content update and overhaul that we have been expecting for years. If the sentiment behind devlopment is that it's not vanilla, then that is a monumental red-flag for me personally.


As kovarex posted ...
by ilikegoodfood
Sat Sep 09, 2023 9:26 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 256509

Re: Friday Facts #375 - Quality

I have some concerns over the currently suggested implementation of quality, but any suggestions I could make have already been made in much better thought out, researched, and detailed responses than I could produce.

There is, in fact, only one thing that is causing me genuine "Mayby this ...
by ilikegoodfood
Sat Nov 14, 2020 10:56 am
Forum: Ideas and Suggestions
Topic: Keep Equipment Grid Button
Replies: 9
Views: 3734

Re: Keep Equipment Grid Button

I used that tab for all my roboport and exosuit toggling, as I always forget what the hotkeys are. I found it very useful and hope that a slim-line version of those buttons can be re-insertedsomewhere. Maybe on the armor-grid itself..?
by ilikegoodfood
Fri Nov 13, 2020 12:46 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 20292

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power


I haven't seen any specific arguments addressing this idea; instead, there's a lot of marginalization, denial, and misunderstanding of the problem:


This right here. The amount of 'not reading' and 'not addressing the issue being discussed' going on in this thread is truly mind-blowing. I expect ...
by ilikegoodfood
Wed Nov 11, 2020 12:17 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 20292

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power


Frankly speaking, I was surprised to learn combinators worked AT ALL on low power. I would have expected them to just flat out stop working when power got below a threshold, and the threshold I'd consider reasonable would be 100%.


That would be a great solution, as it would both stop the desync ...
by ilikegoodfood
Wed Nov 11, 2020 11:18 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 20292

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

TL;DR
You're response was heard and understood the first time. You disagree with changing it. Fair enough. You have no need or obligation to hang around here (in this specific thread), or even respond to this.

Detailed Response to last post:


You shouldn't build things that need to never break in ...
by ilikegoodfood
Wed Nov 11, 2020 10:49 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 20292

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power


With "idiocicracy" it's more than just a spelling mistake. I have no idea what you're even trying to say.

Well, seeing as you claim to not be able to work out the context, I did correct it before replying to your comment, so you have no excuse now.

A better solution would have been to highlight ...
by ilikegoodfood
Wed Nov 11, 2020 10:45 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 20292

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power



inconsitant idiocicracy


These aren't even words.


Really? You're going to respond instantly to a spelling error?
You have no idea of my age, if English is my first language or a foreign language to me, no idea if I have a disability that effects spelling, such as dyslexia, or anything else ...
by ilikegoodfood
Wed Nov 11, 2020 10:39 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 20292

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

I'm getting the strong impression that those shutting this idea down are simply not seeing the issue that is being very reasonably and patiently described over and over again. I'm very impressed by foamy's patience in this.

The negative impact of low power on logic systems (combinators) is ...
by ilikegoodfood
Wed Nov 11, 2020 12:39 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 20292

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

Theikkru wrote: Tue Nov 10, 2020 10:23 pm in the name of consistency, I'd welcome the addition of a 1W power requirement
Ensuring that the unpowered signal sources remainb in sync with the powered ones during brownout is a good idea. +1 to this being implemented.
by ilikegoodfood
Tue Nov 10, 2020 10:31 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 20292

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

I haven't run into this issue yet, but as my factory is growing,the amount of combinators is slowly growing. Glad I spotted this thread and definately agree with OP.
by ilikegoodfood
Mon Nov 09, 2020 2:39 pm
Forum: Implemented in 2.0
Topic: Specify Lamp Colour On Lamp Itself
Replies: 7
Views: 2712

Re: Specify Lamp Colour On Lamp Itself

I'm also going to put my voice behind this one. It's simply, elegant and broadly beneficial with fairly minimal implementation cost.

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