Search found 89 matches

by Linosaurus
Sun May 12, 2019 11:54 am
Forum: Ideas and Suggestions
Topic: Bring back toggle ghost rail mode.
Replies: 1
Views: 752

Bring back toggle ghost rail mode.

TL;DR Bring back toggle ghost rail mode. What ? I like to enter rail ghost mode, move my cursor around until I have likely looking path, then just look at it for a few seconds while making up my mind. Having to hold shift feels much worse. New 0.17 rail behavior for normal-clicking the green rail l...
by Linosaurus
Sat Jan 06, 2018 1:10 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338664

Re: Friday Facts #224 - Bots versus belts

My two cents. Leave bots as is. Add better belts that come at the same late research level as requester chests: * Stacked belt with identical stack size as  stack inserters. * Belt speed might be slower than blue for balance. * Splitters will combine less than max size stacks. Some bonus consequence...
by Linosaurus
Sat Dec 23, 2017 9:26 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54117

Re: Friday Facts #222 - Christmas avalanche

There are bug reports about inconsistent behavior when side loading a full yellow belt onto the side of an empty red belt. This should definitely result in full compression I think. For side loading to combine belts, I'm fine either way. I'd prefer if inserters did not compress perfectly. The quicke...
by Linosaurus
Wed Jun 28, 2017 9:47 am
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 31649

Re: Make save game overwrites less dangerous

Suggestion for exact specification (just restating the thread). Saves that you might not want to overwrite: Autosaves. Saves with a different map exchange string. Saves with a longer playtime. (ideally: saves with different 'map created time' or some other unique value) When you open the save dialog...
by Linosaurus
Tue Jun 27, 2017 10:12 am
Forum: Gameplay Help
Topic: Single rail train network
Replies: 51
Views: 20001

Re: Single rail train network

As for the rest of the thread... yes, I'm well aware it's not optimal; it's a personal challenge. That's cool. And it's not like you need all that much throughput to launch your first rocket for example. Design wise I think you'll want to make the bypass lanes one-way. With a chain signal at the ex...
by Linosaurus
Tue Jun 27, 2017 9:47 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 59193

Re: Personal robots prioritizing nearest first

If we can adjust the range of a personal roboport manually however, it would work great I suspect. Yes, that seems like the best solution at this point. Perhaps reuse the concrete area size controls. Also, as was mentioned on the first page, it could let you drop the area to 0 to turn the roboport ...
by Linosaurus
Fri May 19, 2017 8:43 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146981

Re: Friday Facts #191 - Gui improvements

I like having easy access to my most recent crafted item. Currently that only works out early game, because later on the slots fill up too fast. Perhaps make the last item slot automatically be set to my most recent crafted item. And then I can easily move it to a more permanent slot without opening...
by Linosaurus
Thu May 18, 2017 6:22 am
Forum: Ideas and Suggestions
Topic: Remote map offering both blocky and detailed view.
Replies: 0
Views: 783

Remote map offering both blocky and detailed view.

tl;dr Map remote view zoom in distance should be different from zoom out.     What ? Two new option settings for the transition between the blocky map to detailed close in. Map view zoom in distance . Default 0.15.11 value. Map view zoom out distance. Default (and max?) 0.15.10 value. To make this ...
by Linosaurus
Thu May 18, 2017 5:42 am
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 31649

Re: Make save game overwrites less dangerous

If you load an auto save, it'll suggest the auto save name next time. Perhaps something to change at the same time, I don't think overwriting auto saves is a good idea.
by Linosaurus
Sat May 13, 2017 12:15 pm
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 36405

Re: Friday Facts #190 - The quiet days

As it is part of train that can be automated, it can be used to clear the biter nests around all the expansions periodically. That sounds AWSOME Yes. It really does. This is something I was hoping for, a better way to combat enemy expansion without turning it off. Also. Artillery train just sounds ...
by Linosaurus
Wed May 03, 2017 3:03 pm
Forum: Gameplay Help
Topic: Circuit Network possible make something like requester chest
Replies: 8
Views: 3020

Re: Circuit Network possible make something like requester chest

There are some things you can do with belts. You can run a belt past all your gun turrets and put an inserter for each turret. I feels wasteful to completely fill a belt, so I like to make it a loop and at the start I slowly add items. Early on only one yellow inserter, and remove the items once the...
by Linosaurus
Wed May 03, 2017 2:46 pm
Forum: Gameplay Help
Topic: Main bus, a whole belt of processing units?
Replies: 7
Views: 4506

Re: Main bus, a whole belt of processing units?

It would indeed look pretty neat to have them fill up when you're not using them for a while.
by Linosaurus
Wed May 03, 2017 2:39 pm
Forum: Gameplay Help
Topic: Help with Trains
Replies: 5
Views: 2613

Re: Help with Trains

The way the loop is signaled, it would wait at the chain signal until the other signal turns green which will not happen because the train itself blocks it. Add some more signals, or remove them both if you only ever want one train in the station / loop area. But that's not what causes the 'no path'...
by Linosaurus
Tue May 02, 2017 10:09 pm
Forum: Resolved Problems and Bugs
Topic: [15.6][Harkonnen]Reactor doesnt output fuel cell immediately
Replies: 11
Views: 5659

Re: [15.6]reactor doesnt output fuel cell until new is loaded

Tried this now in 15.6.

I pick up my reactor and place it again to make sure it is empty. I put in one fuel cell with an inserter. Immediately, the empty one is removed by my output inserter. So I don't think this is a bug.
by Linosaurus
Mon May 01, 2017 12:19 am
Forum: General discussion
Topic: Overriding inserter stack size via circuit network
Replies: 7
Views: 6113

Re: Overriding inserter stack size via circuit network

Ah I see it was known already.

I can't think of anything much I want to use it for right now, but I'm sure someone will use it for something insane sooner or later.
by Linosaurus
Sun Apr 30, 2017 6:05 pm
Forum: General discussion
Topic: Overriding inserter stack size via circuit network
Replies: 7
Views: 6113

Re: Overriding inserter stack size via circuit network

This looks like a bug, might want to repost in the bug forum. Shorter version. A stack inserter configured with (Enable on A>0, set stack size with control signal=A). It receives A=2: it moves 2 items at the time. Change to A=0: it stops. Change to A=3: it moves 2 items, then 3 at the time. Expected...
by Linosaurus
Sat Apr 29, 2017 2:19 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1641
Views: 489574

Re: Simple Questions and Short Answers

Wakaba-chan wrote: Just try to drag your blueprint/blueprint book to the right part of blueprints window.
Oh thanks a lot, I shall try this.
by Linosaurus
Fri Apr 28, 2017 6:48 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1641
Views: 489574

Re: Simple Questions and Short Answers

15.0 patch notes said "Blueprint library: Allows for keeping players blueprints between individual game saves (..)".

Does this mean that anything I put into the blueprint library is supposed to show up in other save games automatically? Because I'm not sure how to get it to work.
by Linosaurus
Sat Feb 04, 2017 9:19 pm
Forum: General discussion
Topic: Becons and Modules
Replies: 8
Views: 3505

Re: Becons and Modules

So the productivity and speed multiply but the power and power only add? 4 productivity 3s add 40% items at-60% speed for 320% energy 16 speed 3's add 400% speed for 560% energy Totaling 516% items for only 880% energy? Yeah. And something like 1272% extra pollution, which is not that bad. A few ga...
by Linosaurus
Mon Jan 30, 2017 10:51 pm
Forum: General discussion
Topic: soo 0.15.
Replies: 26
Views: 9658

Re: soo 0.15.

If your version of smooth for the game which I bet is vanilla is glorious but is not my cup of tea which is expected because everyone is different. The thing is, the performance of the base game is one thing. Performance with a bunch of mods is a completely different thing. You cannot really compar...

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