Search found 49 matches

by Cabanur
Tue Jan 24, 2017 3:44 am
Forum: Ideas and Suggestions
Topic: Detailed info on hovered entity.
Replies: 4
Views: 2703

Re: Detailed info on hovered entity.

Aside from the work of implementation I imagine it wouldn't me much, since there's already some things that show only when you hover, like which power poles supply the hovered assembler with power, the circuit network highlight, inserter arrows, etc. But what do I know, as an outsider there's no wa...
by Cabanur
Tue Jan 24, 2017 2:38 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 79205

Re: Friday Facts #173 - Nuclear stuff is almost done

Plase make a nuclear catastrophe possible. Something like being over its max temperature damages (removes HP) the entity, thus sounding the alarm and inmediately alerting the player. The nuclear plant has a very high amount of HP so there's time, but if it gets to 0, it sets on fire everything in a ...
by Cabanur
Tue Jan 24, 2017 2:23 am
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 34075

Re: Friday Facts #174 - Mod gui

Having the full RGB space to color is great, but if I'm honest it's a bit cumbersome to get the exact same numbers when i want the same color on two trains with different routes (i color them by cargo type, not by route). How about a selection of colors (16, maybe 32) with a button for "custom ...
by Cabanur
Tue Jan 24, 2017 2:08 am
Forum: Ideas and Suggestions
Topic: Detailed info on hovered entity.
Replies: 4
Views: 2703

Detailed info on hovered entity.

With the upcomming HD textures in 0.15, I may be inclined to play the game with the detailed info off. Except, the game is really hard to play if you just have to remember what does what in a mid- to big-sized factory. And switching detailed info on and off too frequently is cumbersome. So, It'd be ...
by Cabanur
Mon Jan 16, 2017 11:13 pm
Forum: Ideas and Suggestions
Topic: Upgrading Steam Power (Coal + Nuclear)
Replies: 10
Views: 9310

Re: Combination Steam Turbine and Cooling Tower

I'd really like there to be cooling towers in the game too, but It just seems hard to put them in a way that is relevant gameplay-wise and intuitive when building them for the first time with absolutely no knowledge of the mechanic. This las point is my bet on why the Devs ditched the idea, you have...
by Cabanur
Thu Jan 12, 2017 7:51 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

orzelek wrote:It's scheduled for 0.15 based on some of dev replies in other thread.
Wow this is great news! Can you link the thread?
by Cabanur
Wed Jan 11, 2017 11:51 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

What bugs me is that for some reason inserters never get stuck when providing to assembler machines. So the game already has some kind of mechanism to deal with this.
by Cabanur
Sun Dec 18, 2016 7:31 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

You probably remember since the stack inserter exists the requester chest's requests can be dynamically set via the circuit network. This means you are able to set it to request an arbitrary variation of 15 different items. Now, think about how to use this. Say you have it request 5 different items....
by Cabanur
Fri Oct 14, 2016 5:32 pm
Forum: Minor issues
Topic: [0.12.10] Inserting into filtered objects
Replies: 3
Views: 3776

Re: [0.12.10] Inserting into filtered objects

bump. I believe this to be a bug. One of the new features in .13 is being able to dynamically set blue chests requests. But this inserter behaviour makes it pretty useless. The way it affects trains in particular is frankly annoying to me, but there are many small things that would be better if this...
by Cabanur
Wed Sep 14, 2016 4:24 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

[...]You then have an inserter (ANY kind, including filters) pulse what they move which counts off the value in the memory circuit until you reach 0 and the inserter stops. What if the count is 2, but your stack size is 12? Then the inserter will try to input 12 items, drop 2 and get stuck with 10,...
by Cabanur
Wed Sep 14, 2016 3:26 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

Tbh, why do you need that (ok one use i know is "smart furnace design" but it was shown that it can be worked around)? I really dont see any use of that.... To have a single inserter reliably move more than one item eg for loading trains: A chest with more than one item (for example a log...
by Cabanur
Tue Aug 09, 2016 12:50 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

I actually stopped playing because of this. I set up a bot-based factory that crafts low volumes of many items (around 60 different items), but I have to scrap it all because there's no way for me to guarantee that both trains will refill all items.
by Cabanur
Fri Jul 22, 2016 1:02 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

Sry for double posting but i'd just like to bump this thread a bit to find out if there's any chance of us knowing if the devs know about the idea and if they're considering it for implementation. I understand it is their decision, so I'd just like to know if they've made one about this idea in part...
by Cabanur
Wed Jul 13, 2016 8:35 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

adding a button, that turns this on/off Well, the "off" button would be to have no wire attached to the inserter. If there's no wire, it can be filtered but you can't set the amount per stroke. By attaching a wire to the inserter you are enhancing the capabilities of the inserter, which i...
by Cabanur
Wed Jul 13, 2016 1:09 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

I think the default behaviour for filter inserters should remain as it is. You can set up to 5 filters and each of them will try to use full stacks. The key here for not confusing new players is the GUI language. As it is now, the filters on the filter inserter screen have no numbers. Which makes se...
by Cabanur
Tue Jul 12, 2016 7:44 pm
Forum: Implemented Suggestions
Topic: [0.13] Get train content as signal from train stop
Replies: 52
Views: 29032

Re: [0.13] Get train content as signal from train stop

Thinking of it... it might be worth its own suggestion... Like imagine using the rail track network itself to deliver circuit signals... Then rail signals/Chain signals attached to them can work on the signals, but you also could connect entire outposts to that and route the signal back to your bas...
by Cabanur
Tue Jul 12, 2016 7:13 pm
Forum: Ideas and Suggestions
Topic: Item burner
Replies: 5
Views: 3199

Re: Item burner

MindChanger wrote:I mean big numbers of items. For example we can currently use robots to cut down trees. It would be helpfull to deliver that wood to be destroyed
Wood and wooden stuff (boxes, poles) can be used as fuel by trains, cars, burner inserters, and water heaters.
by Cabanur
Tue Jul 12, 2016 6:58 pm
Forum: Implemented Suggestions
Topic: [0.13] Get train content as signal from train stop
Replies: 52
Views: 29032

Re: [0.13] Get train content as signal from train stop

siggboy wrote:presence of the train
This is already possible. You wire a regular rail signal. If the signal is red ("RED" > 0), there's a train there.
by Cabanur
Tue Jul 12, 2016 6:24 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

Yes, with reading content it would be doable, but without it there is no problem about it too if we get idea from this thread It would be doable, yes, but we would be forced to either always move items one by one, or check if the inserter is stuck and empty the wagon one by one until it can finish ...
by Cabanur
Tue Jul 12, 2016 3:25 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28425

Re: [0.13] Make inserter stack bonus individually configurable

Yes, but with this idea implemented we don't need to read what is in wagon Actually if this was implemented *and* we could read what is in the wagon we could easily keep max stack size until the wagon is almost full, then only on the last stroke reduce the stack size. We'd have the speed bonus of s...

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