Search found 178 matches
- Sat Jan 10, 2015 4:40 am
- Forum: Outdated/Not implemented
- Topic: Renaming active provider chests
- Replies: 9
- Views: 3400
Re: Renaming active provider chests
Why not merge the two provider chests in to one item and offer the old functionality via a checkbox setting on the chest interface? Then the more generic term "provider chest" can be used and concurrently it becomes apparent exactly what the chest does. As a bonus, that approach could supp...
- Fri Jan 09, 2015 6:59 am
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5872
Re: Robots should understand combat drops.
No, that is just how you prefer to play. No, I'm speaking strictly in terms of how the game is currently configured. It is disadvantageous to risk your logistics and construction drones in a combat situation. Similarly, it is disadvantageous to risk most other player constructions, such as an inser...
- Fri Jan 09, 2015 6:31 am
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5872
Re: Robots should understand combat drops.
This suggestion only applies to bots that are in a combat situation. It has been stated that, among alien behaviors, one is that an alien will switch its attention to bots, turrets, and players when they encounter any of these things. If your bots are not being attacked, it's likely because your bo...
- Fri Jan 09, 2015 6:12 am
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5872
Re: Robots should understand combat drops.
My drones never get attacked. Why are your drones getting attacked?Adamo wrote:So they die less and more drops get through when they're under attack.
- Fri Jan 09, 2015 6:02 am
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5872
Re: Robots should understand combat drops.
Why?Adamo wrote:They should understand combat drops.
- Fri Jan 09, 2015 2:59 am
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5872
Re: Robots should understand combat drops.
Hey. Let me make sure I have this straight. You are a software engineer, but you say you do not understand this statement: We should make a definition for what is a combat drop, such as "is a request for weapons" and "has aliens in adjacent chunks" or "is near the player&qu...
- Sat Jan 03, 2015 1:48 am
- Forum: Ideas and Suggestions
- Topic: Rail yard speed limits
- Replies: 37
- Views: 13797
Re: Rail yard speed limits
It doesn't solve the problem, just create a work-around (e.g. crossing tracks in any other area would still be dangerous) It's true that this isn't a universal solution, but since posting it there have been a series of ideas suggested which, in concert, do solve all the situations to an adequate de...
- Sat Jan 03, 2015 1:23 am
- Forum: Ideas and Suggestions
- Topic: Stop / sleep button for assemblers / etc
- Replies: 18
- Views: 6456
Re: Stop / sleep button for assemblers / etc
You said that it is a good idea and you want it implemented, and it was my ragequit moment. It's hard to read "Suggestions" subforum, because many people posting here don't think too much about things they suggest. Many people are immediately hostile to completely reasonable suggestions b...
- Thu Jan 01, 2015 11:20 am
- Forum: Ideas and Suggestions
- Topic: Stop / sleep button for assemblers / etc
- Replies: 18
- Views: 6456
Re: Stop / sleep button for assemblers / etc
+1 sounds great!
- Wed Dec 31, 2014 4:17 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 81
- Views: 65842
Re: Can the player be killed by train? (Train kills?!)
I didn't vote because... a) I think the train should 'be able to' kill the player. It's a realism thing. It would be counterintuitive for some game mechanic to prevent your death. This is sort of like option 1, but my answer isn't really "I want more death". b) I want the ability to contro...
- Wed Dec 31, 2014 4:05 pm
- Forum: Ideas and Suggestions
- Topic: Rail yard speed limits
- Replies: 37
- Views: 13797
Re: Rail yard speed limits
Wow, I thought this idea was a straightforward improvement. Instead people are coming up with some.. unexpected responses! My suggestion is based on how things work in the real world - we put lower speed limits near schools to give drivers more time to react if a kid runs on to the road; rail yards ...
- Tue Dec 30, 2014 7:19 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Productivity Module Math
- Replies: 24
- Views: 213916
Re: Productivity Module Math
If you don't offset the speed penalties, electronic circuits become a bottleneck and slow down your entire factory. Fair enough. But if you do it that way, shouldn't you include the productivity bonus in the speed reduction calculations? The effective slow down is less than 15%... ( 67.5 resources ...
- Tue Dec 30, 2014 2:33 am
- Forum: Ideas and Suggestions
- Topic: Rail yard speed limits
- Replies: 37
- Views: 13797
Rail yard speed limits
Problem: A train at max speed doesn't give the player much time to step out of the way. It's pretty easy to get killed if you're walking through a station area and the train is not stopping there. Solution: Create a way to set a train speed limit for certain sections of track. It would probably be t...
- Mon Dec 29, 2014 2:50 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Productivity Module Math
- Replies: 24
- Views: 213916
Re: Productivity Module Math
First of all, brilliant work, DaveMcW. Why am I necro'ing this thread? In my most recent play around I decided I was using (or misusing) modules way differently to most people. In most screenshots and LPs people end up with huge, intense pollution overlays. That hasn't been the case for me and the r...
- Sat Dec 20, 2014 5:14 am
- Forum: Ideas and Suggestions
- Topic: Better train logic (smarter alternative route finding)
- Replies: 30
- Views: 13638
Re: Better train logic (smarter alternative route finding)
Clearly there's a bug (pathfinding a longer route that includes part of the shorter route). We should discount that as a bug (report it) and move on. [Pathing through blocks 1, 2, 3, 4 should not be considered a path worthy of evaluation if there is a path 1, 3, 4]. GewaltSam's original post was abo...
- Tue Dec 16, 2014 5:52 am
- Forum: Ideas and Suggestions
- Topic: Better train logic (smarter alternative route finding)
- Replies: 30
- Views: 13638
Re: Better train logic (smarter alternative route finding)
@ssilk: Hm.. not sure what tone accompanied your last post. Normally when you post links to previous threads like that it reads as if "this has been discussed and resolved before, don't waste your time". I don't think that's the case here. But maybe you were just including those links to h...
- Mon Dec 15, 2014 11:11 am
- Forum: Ideas and Suggestions
- Topic: Better train logic (smarter alternative route finding)
- Replies: 30
- Views: 13638
Re: Better train logic (smarter alternative route finding)
While I haven't built a rail network like that myself, I am not especially surprised by the outcome you describe. It's an interesting problem. Esentially, how could a train make an educated guess about how long the busy block will be busy for in order to decide whether to wait or procede imediately ...
- Tue Dec 09, 2014 8:09 am
- Forum: Ideas and Suggestions
- Topic: Oil Refinery RANT
- Replies: 10
- Views: 16373
Re: Oil Refinery RANT
I understand (and appreciate the tips) but building enormous fluid storage facilities is just irritating. I've struck a balance (somewhat with fluctuations) but like bobingabout mentioned we do need some sort of way to fine tune input/output of each fluid or at least a simplified way to "read&...
- Thu Nov 27, 2014 2:58 am
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 19428
Re: Faster Belt Corners
I was thinking 10% per lane, but even if it's closer to 20% per lane it doesn't influence my position. The corner slowdown seems like something that should remain part of the game.User_Name wrote:According to this calculator, corners steal 35% of your throughput.
- Wed Nov 26, 2014 7:13 am
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 19428
Re: Faster Belt Corners
I'm not sure if the slowdown in corners is actually realistic. I should probably know since I minored in logistics (esp. intra-logistics / material handling), but I don't. :D It is realistic for any simple belt operating with two or more items in parallel and without item spacing, as is the case in...