Search found 152 matches

by doktorstick
Sun May 05, 2019 7:17 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 267329

Re: [0.17+] Space Exploration WIP

I have a suggestion re: robot attrition. Personally, I'm playing with the defaults, and as I understand it, you added it so exploration to other moons/planets didn't immediately turn into bot-bases. My suggestion is this: add gravity to moons and planets. Nauvis is the baseline; no attrition. Bodies...
by doktorstick
Sun May 05, 2019 4:57 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 267329

Re: [0.17+] Space Exploration WIP

Howdy. I've been playing the mod for about a week. I've only just launched a few satellites. I avoided all the space tech because I assumed (and not too far from the mark), that it was going to take some effort for the production chain. What follows are a small collection of things I've noticed or q...
by doktorstick
Fri May 03, 2019 4:45 pm
Forum: Ideas and Suggestions
Topic: [Production Graph] Highlight items when consumpion > production
Replies: 1
Views: 612

[Production Graph] Highlight items when consumpion > production

TL;DR In the production graph, highlight the background of the items RED if the consumption is greater than the production. What ? There's not a whole lot more "what" than that. The important aspect is the "why". Why ? The main reason--besides idle curiosity--I look at the produ...
by doktorstick
Tue Apr 30, 2019 2:34 pm
Forum: Duplicates
Topic: [0.17.34] Clicking the dependency arrow in mod browser doesn't navigate to mod
Replies: 1
Views: 493

[0.17.34] Clicking the dependency arrow in mod browser doesn't navigate to mod

By way of an example: Navigate to Options | Mods | Install . Search for "Space Exploration". Click the first result "Space Exploration". In the right-pane, Dependency section, click the "->" next to "aai-industry...". Observe that it resets the "Install&q...
by doktorstick
Tue Apr 30, 2019 2:28 pm
Forum: Not a bug
Topic: [0.17.34] Placing ghost underground belts and pipes don't orient properly
Replies: 1
Views: 532

[0.17.34] Placing ghost underground belts and pipes don't orient properly

TL;DR Make ghost placement of undergrounds behave the same way as placing corporeal undergrounds. Whenever a normal underground belts or pipes are being placed, the "second' placement orients properly--in other words the first is the "input" (going underground) and the second orients ...
by doktorstick
Fri Apr 19, 2019 4:57 pm
Forum: Mods
Topic: [MOD 0.17.x] Krastorio
Replies: 24
Views: 17486

Re: [MOD 0.17.x] Krastorio

I really like the design of the entities. My one critique is that they are too clean (for lack of a better description). For instance, placing one of the Krastorio chests in the middle of your factory, it sticks out like a sore thumb; it doesn't mesh well with the overall feel of the factory. Other ...
by doktorstick
Tue Apr 16, 2019 7:11 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.31] Rotational Asymmetry in belt/inserter interactions
Replies: 6
Views: 4845

Re: [0.17.31] Rotational Asymmetry in belt/inserter interactions

In your reddit post, you referenced this "Not a Bug" bug report, and it too needs to be re-opened / re-evaluated. To use an archery term, the behavior is sinful. If "inserters can drop items faster than they can pick them up", as Rseding91 said, then I would never expect the &quo...
by doktorstick
Mon Jan 28, 2019 10:48 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75162

Re: Friday Facts #279 - Train GUI & Modern Spitter

This FFF hints at, but does not really explicitly confirm or deny, a thing I have wanted for a long time: Condition combination control; that is, currently with AND and OR, your ability to control is somewhat limited if you want them combined in complex ways. For example, there is no way to achieve...
by doktorstick
Fri Jan 25, 2019 6:31 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75162

Re: Friday Facts #279 - Train GUI & Modern Spitter

The Train UI doesn't address logical operator precedence. My assumption is that and 's precedence is higher than or (e.g., a or b and x or y => a or (b and x) or y ), but it isn't obvious from the UI nor--would I expect--it to be obvious to the general player. And if my assumption is wrong, then it ...
by doktorstick
Fri Aug 03, 2018 3:03 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82244

Re: Friday Facts #254 - No research queue for you

That's some high-powered rationalizations going into the logic for removing the queue. A handful of techs are real choices out of about 120 techs, like single-digit percentage. Everything else tends to be prereqs (forced choice) or effectively random (see Paradox of Choice) to prevent idle labs. As ...
by doktorstick
Mon Jul 30, 2018 9:22 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 32064

Re: Friday Facts #253 - Fans & Fun

eradicator wrote:
FFF253 wrote:Any chance we can get diagonal rail gates?
Pretty please!?
by doktorstick
Fri Jan 12, 2018 7:42 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 370917

Re: Friday Facts #225 - Bots versus belts (part 2)

Increasing the charging time would severely impact personal roboports when clearing forests and reorganizing parts of your factory. Increasing the charging time will be circumvented with more roboports, which means more solar stamps, which means more tedium and boredom for the players. If they are g...
by doktorstick
Thu Dec 14, 2017 4:42 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [0.16.0] Starting area has no water
Replies: 20
Views: 10154

Re: [TOGos][16.0] Starting area has no water

I do appreciate *trying* to maintain compatibility between EXPERIMENTAL versions, but ultimately fixing it now than later is better. There's no guarantee that you will get it correct in 0.17 and then... we'll have to wait for 0.18. When I downloaded 0.16, I saw this: This is the cutting edge "e...
by doktorstick
Thu Dec 14, 2017 4:33 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [16.0] Tank Flamethrower damages Tank at higher speeds
Replies: 3
Views: 2721

Re: [wheybags] [16.0] Tank Flamethrower damages Tank at higher speeds

Since tanks don't take tree damage anymore, could you drive through the trees and burn the forest behind you as a workaround?
by doktorstick
Thu Dec 14, 2017 4:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.2] Number of Items in hand not aligned to hand anymore
Replies: 5
Views: 1269

Re: [0.16.2] Number of Items in hand not aligned to hand anymore

Was coming here to report this. Thanks for grokking it!
by doktorstick
Thu Dec 14, 2017 4:27 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 30725

Re: We can not dig out landfill

My mode of operations is...

* Make save;
* Do landfill and have my mouse jiggle and mess up;
* Reload save;
* Do landfill and have it come out perfect; and
* Make save.

:P
by doktorstick
Thu Dec 14, 2017 4:22 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 102233

Re: 0.16 Map generation Feedback

I do not like the patchwork maze of cliffs. Not that they impede me, mind you, but it looks and feels terrible. After many, many generations I think my main beef with them is how short they are. Imagine if you had 3x1 lakes everywhere. Yuck. Having long, unbroken stretches of cliffs seems like it wo...
by doktorstick
Wed Dec 13, 2017 10:46 pm
Forum: Pending
Topic: [posila][0.16.0] Locked file after process termination via Win10 bash
Replies: 2
Views: 1166

[posila][0.16.0] Locked file after process termination via Win10 bash

I was setting up a server under Windows 10 bash . I am using ComEmu64 as my emulator. The process was running with 0.16 and I saw a reddit update that 0.16.1. I tried to ^C the server process to shut it down and it did not respond to the keyboard input. Instead I ^Z it to suspend the process and the...
by doktorstick
Thu Dec 07, 2017 3:58 am
Forum: Logistic Train Network
Topic: [REQUEST] Depot train prioritization based on cargo
Replies: 5
Views: 2433

Re: [REQUEST] Depot train prioritization based on cargo

Well, thanks. I'll try some of what you suggested there and report back. Cheers.
by doktorstick
Thu Dec 07, 2017 1:38 am
Forum: Logistic Train Network
Topic: [REQUEST] Depot train prioritization based on cargo
Replies: 5
Views: 2433

Re: [REQUEST] Depot train prioritization based on cargo

Not needed. Use stations loading only requested items from design thread. It's not an issue of loading the wrong items. It's an issue of not unloading the entire inventory before the train leaves. See more below. Also if you have trains going back to the depot with left over items in their cargo, i...

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