Search found 533 matches
- Sat Oct 28, 2017 9:08 am
- Forum: Ideas and Suggestions
- Topic: Radar Upgrade - locate resource
- Replies: 1
- Views: 1045
Re: Radar Upgrade - locate resource
There's no shortcuts to generating the map unfortunately, it's completely random so the only way this could work is when plopping down the mk2 it rapidly generates a huge area of map until it finds what you're looking for which if your settings are bad (like water only in starting area and you land ...
- Fri Oct 27, 2017 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Request: option to include requester chest count in LN
- Replies: 10
- Views: 4703
Re: Request: option to include requester chest count in LN
Yeah except on huge patches some people have 4 or 5 loading bays to a train 'station', I see the logic in one station setups but bigger bases sometimes one station isn't enough it's also not helpful to manage how distributed the load is, if you look at requester chests and check for 8000 ore for a 1...
- Fri Oct 27, 2017 3:19 pm
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39514
Re: round up fluids reading train inventory
but it's not 99.0001 and 100 where it matters it's the difference between 24999.00001 and 25000. Or similar setups, if you're adding more than 1 tank together that's an error of upto 1 unit per tank, with fluids wagon the calculation treats the whole train as one thing but if you store 1m in tanks a...
- Fri Oct 27, 2017 10:03 am
- Forum: Ideas and Suggestions
- Topic: Request: option to include requester chest count in LN
- Replies: 10
- Views: 4703
Re: Request: option to include requester chest count in LN
What would this solution do that just items in network>little n because if there are items not being moved by bots that probably means the requester chests are full and if you're looking at the things everywhere in the network you might count things other than in the closest few dozen requester chests
- Fri Oct 27, 2017 9:57 am
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39514
Re: round up fluids reading train inventory
But if there are rounding errors and there are always rounding errors then the static tanks having microscopic amounts in and stopping the processes Might break things. My suggestion above was turn in when fluid < 1 but 0.0000001 registering as 1 doesn't work or if it some how did you just move the ...
- Fri Oct 27, 2017 9:50 am
- Forum: Ideas and Suggestions
- Topic: Remove charge when removing armor
- Replies: 4
- Views: 1624
Re: Remove charge when removing armor
Except even if you have 30 peices of armour you eventually have to let them charge and they only charge of you're wearing them
- Fri Oct 27, 2017 1:35 am
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 10893
Re: Early game should require less tree removal from ore patches
So you're saying before you can have turrets up and running (cause you'd just about have electric set up at this point I'd guess) you could handle a constant stream of biter attacks on normal ore and water settings and the most extreme biter and pollution spread settings? I don't believe it but I'd ...
- Fri Oct 27, 2017 1:30 am
- Forum: Ideas and Suggestions
- Topic: Change Portable Fusion Reactor to RTG
- Replies: 20
- Views: 6416
Re: Change Portable Fusion Reactor to RTG
They're too low power to make a lot of sense. I think that the same can be said about the current "fusion reactors". They're too small to make sense. Fusion needs enormous pressure and temperatures to achieve, I doubt its safety would be approved by the interstellar standards. If you tell...
- Fri Oct 27, 2017 1:25 am
- Forum: Ideas and Suggestions
- Topic: Construction chests
- Replies: 18
- Views: 7352
Re: Construction chests
but 0.16 will have buffer chests :) so if you request them to assemblers you can steal them back out for construction, I'm kinda hoping this is just a "I didn't manage my factory well enough to have items for construction and science" rather than an actual problem, make miners in 2 places,...
- Fri Oct 27, 2017 12:59 am
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 10893
Re: Early game should require less tree removal from ore patches
That makes death-worlds unplayable, 2 machines in the same chunk = biters, so burner miner and burner furnaces need to be on average 32 tiles from each other before you have any sort of automation of defences or you're dead.sarcolopter wrote:Nothing, that's the point.mrvn wrote:Then what would eat up all your pollution?
- Fri Oct 27, 2017 12:48 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60334
Re: Personal robots prioritizing nearest first
And I still disagree. The number of resources needed is fixed when you add a ghost. A ghost never changes what it needs. So you can sum up everything you need at the start. Every time a ghost is processed you remove the resource need. You also know what resources are available and when an item is a...
- Thu Oct 26, 2017 9:17 pm
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39514
Re: round up fluids reading train inventory
Except if you have people who rely on fluid in tank being 0 to say turn on their cracking, suddenly any non-zero amount would lock up the system even 0.0000000000001 fluid which might happen if there were systems with quite a lot of pipes and storage but only one tank reading the average level of a ...
- Thu Oct 26, 2017 9:53 am
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39514
Re: round up fluids reading train inventory
C, ruby, python, java, hell even JavaScript call it null :p lua is weird
I suppose askii calls it \0 or NUL or \x00 and Unicode is U+0000 But they aren't programming languages
I suppose askii calls it \0 or NUL or \x00 and Unicode is U+0000 But they aren't programming languages
- Thu Oct 26, 2017 9:44 am
- Forum: Balancing
- Topic: Oil needs to be richer in starting area
- Replies: 5
- Views: 1938
Re: Oil needs to be richer in starting area
A single patch is enough to get you started on coal liquidation any oil is better than n no oil but I haven't really encountered this problem with default settings since 0.14
- Thu Oct 26, 2017 9:16 am
- Forum: Ideas and Suggestions
- Topic: Change Portable Fusion Reactor to RTG
- Replies: 20
- Views: 6416
Re: Change Portable Fusion Reactor to RTG
Why not plop RTGs between solar and portable fusion or RTGs replace portable solar and solar gets a small boost and recipe change since a lot of people complain portable solar is worthless and it'd provide a reason to invest in mining some uranium earlier in the game than nukes and nuclear power
- Wed Oct 25, 2017 3:43 pm
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39514
Re: round up fluids reading train inventory
There's no such thing as an X=0 signal in this game. The signal not being there is exactly the same thing as it being zero. EXACTLY that's why I suggested it as the change I mean in any other programming language there's X=NULL which is distinctly different from X=0 we in effect have the first but ...
- Wed Oct 25, 2017 9:33 am
- Forum: Implemented mod requests
- Topic: Allow linking custom-input to built-in hotkeys.
- Replies: 6
- Views: 2054
Re: Allow linking custom-input to built-in hotkeys.
Or to be able to add Lua listen events to keybinds via less intrusive methods, maybe Get_Hotkey(drop_item) would return the hotkey for that and it only has to be run when hotkeys change as you can use it as a parameter to do the normal Lua listens
- Wed Oct 25, 2017 9:27 am
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 10068
Re: Changeable Anchor Points for Blueprints
Yeah I kind of thing that's the useful way to go, I know if you make blueprints 'by hand' rather than in-game you can (I've seen it done) make them use a different point to handle it but as you rotate it it rotates around your hand, which is super useful for expanding solar arrays where you want to ...
- Tue Oct 24, 2017 11:59 pm
- Forum: Ideas and Suggestions
- Topic: UI improvement property change slide
- Replies: 8
- Views: 1946
Re: UI improvement
gonna delete my posts you might want to delete comments and edit the first make this a one topic post for only that UI improvement cause that click and drag is something a lot of people actually want and isn't in the game then it can be merged (I think it's been suggested before)
- Tue Oct 24, 2017 11:49 pm
- Forum: Ideas and Suggestions
- Topic: UI improvement property change slide
- Replies: 8
- Views: 1946
Re: UI improvement and deconstruction planner
[edit: deleted cause no longer relevant]