Search found 80 matches

by Plop and run
Sun Feb 25, 2024 10:51 am
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 732

Re: [Mod 1.1] Memory cards - physical signal storage

I've added a compatibility with Ultracube, if anyone is interested. With Ultracube memory cards do not require plastic.
by Plop and run
Wed Jan 17, 2024 4:51 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 732

Re: [Mod 1.1] Memory cards - physical signal storage

Ah, buy that I mean that you are not limited by the number of different signals, like the constant combinator stores only 20 signals.

Is it deceptive? I can edit it if you suggest a better wording.
by Plop and run
Wed Jan 17, 2024 1:10 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 732

Re: [Mod 1.1] Memory cards - physical signal storage

Nah, it is just one snapshot of the whole network, not even separated by wires. I understand why you think DISK is superior, because you can do everything that my mod does plus more (just don't use layers and don't change read/write modes of the machines), but I like the simplicity of memory cards, ...
by Plop and run
Mon Jan 15, 2024 7:58 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 732

Re: [Mod 1.1] Memory cards - physical signal storage

what do you mean by an address?
by Plop and run
Mon Jan 15, 2024 2:16 pm
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 732

Re: [Mod 1.1] Memory cards - physical signal storage

The idea came because of the spaceships, yes, but I think this is also useful in vanilla and with other mods basically whenever you need memory cells or need to send a signal long distances. For example, there is no easy way to store multiple values for the same signal and cycle over them. In vanill...
by Plop and run
Mon Jan 15, 2024 11:46 am
Forum: Mods
Topic: [Mod 1.1] Memory cards - physical signal storage
Replies: 11
Views: 732

[Mod 1.1] Memory cards - physical signal storage

This mod adds a memory card, like a real life usb stick, that can store any circuit network data. The mod is in development still and the graphics are placeholders, but all of the functionality is there and already it is useful. This allows to store multiple values for the same signal and iterate ov...
by Plop and run
Mon Nov 21, 2016 7:25 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 44804

Re: Friday Facts #165 - Death by a thousand cuts

The picture is cute, but the specular spots look odd and too bright for a dusty dirty train.
by Plop and run
Wed May 25, 2016 8:18 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 5372

Re: drawing and writing

As you can place assemblers anywhere relative to each other, the possibilities are infinite. There may be workarounds, like with the train network where there are 8 possible directions, but I'd need to spend a good couple of hours to implement that. Anyway, since there is no easy way and creating a ...
by Plop and run
Wed May 25, 2016 7:58 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 5372

Re: drawing and writing

Well, I cannot make smooth non-original lines that way like in the picture, can I
by Plop and run
Wed May 25, 2016 7:23 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 5372

drawing and writing

Is it possible to draw lines and print text on the ground? For example, connect two assemblers with a labeled arrow. I need some visualization for an algorithm I'm currently playing with.
by Plop and run
Sun May 15, 2016 11:23 am
Forum: Ideas and Suggestions
Topic: Conditional train stop selection on per-train basis
Replies: 5
Views: 3078

Re: Conditional train stop selection on per-train basis

Except this is not a wait condition. Trains should ignore the refueling station if they have enough fuel, while trains with empty tanks should not. Maybe I'm missing something, but you cannot have this logic if you just connect the station to the network.
by Plop and run
Sun May 15, 2016 8:13 am
Forum: Ideas and Suggestions
Topic: Conditional train stop selection on per-train basis
Replies: 5
Views: 3078

Conditional train stop selection on per-train basis

According to the last fff, you can turn off train stations. This does not allow trains to pick their destinations based on the load: you cannot set up a refuel station that trains visit only if they are out of fuel. You cannot skip a copper loading station if the cargo is full. Please allow.us to se...
by Plop and run
Wed Aug 05, 2015 7:22 am
Forum: Ideas and Suggestions
Topic: Inventory and toolbelt filters act as request slots
Replies: 7
Views: 3962

Re: Inventory and toolbelt filters act as request slots

better interface: no unnecessary request section, less hassle with searching items when setting up the filter (just middle-click on an existing slot), color coding which items you request and which are just lying in you inventory because they are junk or temporary. more slots - I never understood th...
by Plop and run
Wed Aug 05, 2015 6:35 am
Forum: Ideas and Suggestions
Topic: Inventory and toolbelt filters act as request slots
Replies: 7
Views: 3962

Inventory and toolbelt filters act as request slots

First, the toolbelt (hotbar) filters. You already can designate a slot specifically to one item type and nothing else can go to that slot, so there is no harm if robots always keep this slot at maximum item stack. For example: if you have a transport belt filter slot in your quickbar, logistic robot...
by Plop and run
Tue Aug 04, 2015 6:22 am
Forum: Implemented Suggestions
Topic: Add-on for Train
Replies: 6
Views: 3553

Re: Add-on for Train

Inventory filters work with cargo wagons, so you can totally transport empty barrels in the same wagon with the full ones, and load/unload them on the same stop
by Plop and run
Fri Jul 24, 2015 11:14 am
Forum: Ideas and Suggestions
Topic: More Robotic Options
Replies: 5
Views: 2436

Re: More Robotic Options

As I see it, transport belts is the early game (pre-oil era) challenge. Notice how the production becomes trivial as soon as you have enough logistic bots. In the mid game, it is fine as you have other things to do: war, mining outposts and the train network. Also, you have the whole oil industry th...
by Plop and run
Sun Jul 19, 2015 5:59 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 180381

Re: [0.12.x] RSO Alpha

There are strange holes in the resource patches, v1.2.4
by Plop and run
Mon Jul 13, 2015 8:36 am
Forum: Ideas and Suggestions
Topic: Taming
Replies: 8
Views: 2721

Re: Taming

Why limit ourselves with warfare? Tamed creatures can also be domesticated and butchered, trained to spin a dynamo, or even trained to asseble simple machine components like iron gears. Hooray for the
slavery
clean industry!
by Plop and run
Wed Jul 08, 2015 9:48 am
Forum: Ideas and Suggestions
Topic: Logistic network priority
Replies: 22
Views: 29915

Re: Logistic network priority

Exaclty; but even if it did - are you going to shut down your research every time your finished goods factory wants to produce something?
by Plop and run
Tue Jul 07, 2015 12:36 pm
Forum: Ideas and Suggestions
Topic: Logistic network priority
Replies: 22
Views: 29915

Re: Logistic network priority

One good use case for prioritization is the research. Research is a resource sink that will eat as much as you give it. Also, the more you give it, the more progress you make. What you might want to do is to let your finished goods production take as much as it needs (this production is limited by y...

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