Search found 65 matches

by foamy
Sun Oct 13, 2019 5:21 am
Forum: Balancing
Topic: Gun turret range
Replies: 8
Views: 126

Re: Gun turret range

While I share the sentiment, you need to keep in mind that gunturrets are super cheap to research and to produce. They are explicitely meant for the early game. The superior damage upgrades and ammo benefits simply allow it to remain usefull well into the later stages of the game. Increasing the ba...
by foamy
Sat Oct 12, 2019 9:57 am
Forum: Not a bug
Topic: Refined concrete bug?
Replies: 3
Views: 112

Re: Refined concrete bug?

I think the weirdest bit is the trees myself :v
by foamy
Sat Oct 12, 2019 9:28 am
Forum: Balancing
Topic: Gun turret range
Replies: 8
Views: 126

Re: Gun turret range

don't forget that upgraded gun turret has way more DPS than laser Yes, but by the time that's really relevant , you can get entirely adequate DPS out of upgraded laser turrets, with far, far simpler logistics. Especially since you can stick lasers three deep and the last one will still be able to s...
by foamy
Sat Oct 12, 2019 4:08 am
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 696

Re: Belt speeds

Belts faster than 45 item/s suck. You need uber inserters to cope, it's just an arms race of rainbow-tinted entities cluttering up the crafting menu. I don't think the 3i/s difference between 45 and 48 would require anything beyond the usual fast/stack inserters already used for direct blue belt pu...
by foamy
Sat Oct 12, 2019 4:03 am
Forum: Ideas and Suggestions
Topic: Pipe color from fluid color
Replies: 1
Views: 44

Re: Pipe color from fluid color

In theory that's what the windows are for, but straight non-junction aboveground pipe pieces are a rare beastie indeed. I like the idea of just colouring them given the no-fluid-mixing schema we have now.
by foamy
Thu Oct 10, 2019 11:35 pm
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 696

Re: Belt speeds

I have some thoughts on how to make 'let's throw more belts at the problem' be a viable alternative to 'screw it, I'm using robots', but they're beyond the scope of this thread :p
by foamy
Thu Oct 10, 2019 11:31 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 20
Views: 463

Re: Power switches should be 1x1

I'm still not seeing why you can't have a timer that counts to 12000, and then, if all other conditions are met, generates a pulse and resets its ticking. :v
by foamy
Thu Oct 10, 2019 6:32 am
Forum: Ideas and Suggestions
Topic: Create ghost for cursor while crafting by hand, replace by entity when crafted
Replies: 6
Views: 131

Re: Create ghost for cursor while crafting by hand, replace by entity when crafted

mrvn wrote:
Tue Oct 08, 2019 11:53 am
foamy wrote:
Mon Oct 07, 2019 10:07 pm
I'd just like it if the quickbar totally ignored inventory counts and would let me use it to put down ghosts regardless of how many items I have in my inventory.
That's already an option in the settings.
Whereabouts can I find that?
by foamy
Thu Oct 10, 2019 6:32 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 20
Views: 463

Re: Power switches should be 1x1

I just use a timer and override the inserters to 1. If you're pulling from a belt instead of a chest you need to build a hold to keep the trigger signal for a few ticks, but it's not complex.
by foamy
Mon Oct 07, 2019 10:12 pm
Forum: Balancing
Topic: Make nightvision internal buffer bigger
Replies: 13
Views: 3873

Re: Make nightvision internal buffer bigger

While we're at it, I'd like to see the size dropped to 1x1 on the grid. That way it fits better with solar panels and belt-immunity.
by foamy
Mon Oct 07, 2019 10:07 pm
Forum: Ideas and Suggestions
Topic: Create ghost for cursor while crafting by hand, replace by entity when crafted
Replies: 6
Views: 131

Re: Create ghost for cursor while crafting by hand, replace by entity when crafted

I'd just like it if the quickbar totally ignored inventory counts and would let me use it to put down ghosts regardless of how many items I have in my inventory.
by foamy
Fri Oct 04, 2019 5:35 am
Forum: Not a bug
Topic: [0.17.69] - Steam power production differences between turbines & engines
Replies: 6
Views: 134

Re: [0.17.69] - Steam power production differences between turbines & engines

It isn't just for steam types too. Power generation is % of max for all producers in a given priority. Steam engines & turbines have the same priority so both are asked to perform at the same % to balance the load. What the generator has to consume to maintain that percentage is irrelevant. I know ...
by foamy
Fri Oct 04, 2019 5:15 am
Forum: Not a bug
Topic: [0.17.69] - Steam power production differences between turbines & engines
Replies: 6
Views: 134

Re: [0.17.19] - Steam power production differences between turbines & engines

It does not consume it's steam at 12/second; the game assumes that the turbine needs to be drawing 20% of it's 5.8MW 500C steam output, and so the turbine pulls in >38.7< steam/second. Each steam turbine/engine consumes enough steam to produce 20% of its max output. Whether you are feeding it 125° ...
by foamy
Fri Oct 04, 2019 5:13 am
Forum: Not a bug
Topic: [0.17.69] - Steam power production differences between turbines & engines
Replies: 6
Views: 134

Re: [0.17.19] - Steam power production differences between turbines & engines

assuming 500C steam Now, suppose you add a single boiler-fed turbine (for the purposes of this exercise, [...] It does not consume it's steam at 12/second; the game assumes that the turbine needs to be drawing 20% of it's 5.8MW 500C steam output, and so the turbine pulls in >38.7< steam/second. And...
by foamy
Fri Oct 04, 2019 4:32 am
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 21
Views: 3755

Re: Option for disabling artillery auto target

hale42 wrote:
Thu Oct 03, 2019 8:47 pm
even with the current system you cant target via remote unless there is an artillery turret with ammo near by.

a simple fix of "manual only" and enable on condition would solve so many problems
Yeah, it'd be nice.
by foamy
Fri Oct 04, 2019 4:25 am
Forum: Not a bug
Topic: [0.17.69] - Steam power production differences between turbines & engines
Replies: 6
Views: 134

[0.17.69] - Steam power production differences between turbines & engines

I'm genuinely unsure if this is a bug, as such, but it does appear to be undocumented: Steam engines and turbines behave differently under load. Specifically, regardless of what kind of steam is supplied to a turbine, the amount of steam it consumes is proportional to it's maximum power production -...
by foamy
Wed Oct 02, 2019 8:35 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Space Optimized Green Circuit Design
Replies: 23
Views: 5040

Re: Space Optimized Green Circuit Design

Guess I may as well throw my crack at this on the pile, though I admit it isn't as compact as some of all of yours. It's nice and simple, though. No belt-weaving, no chest-chaining, and exactly one sideload lane balance at the end. Runs primarily on fast inserters. Reversible output direction, too; ...
by foamy
Wed Oct 02, 2019 6:36 pm
Forum: Railway Setups
Topic: Intangir's Vanilla Train Network (w/ smart depo) v0.9
Replies: 3
Views: 304

Re: Intangir's Vanilla Train Network (w/ smart depo) v0.9

Your description sounds very interesting. Can you provide an overview of how it works? I've been trying to work out a solution to this same spec and running face first into timing and bandwidth issues.
by foamy
Wed Oct 02, 2019 5:26 pm
Forum: Ideas and Suggestions
Topic: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter
Replies: 8
Views: 323

Re: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter

I mean, you can *sort* of do this with a filter inserter and some combinators for train fuel, but it's ugly. Directly filtering the slots would be very handy.
by foamy
Wed Oct 02, 2019 5:20 pm
Forum: Ideas and Suggestions
Topic: -1 is better than 1.
Replies: 2
Views: 145

Re: -1 is better than 1.

I wouldn't mind being able to specify a number, yeah. The UI already exists and it would (in some cases, greatly) simplify combinator builds.

Go to advanced search