Search found 5481 matches
- Fri Sep 23, 2022 3:18 pm
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 3457
Re: [1.1.69] Trains get stuck if the destination is disabled and other are full
But they do work well together. Note that case (a) does not skip the station while (c) will skip the station. (b) may skip the station if it ends up with all stations disabled. A station with limit 0 will not allow skipping. So there is a real difference between limit 0 and enable/disable. That is ...
- Fri Sep 23, 2022 1:54 pm
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 3457
Re: [1.1.69] Trains get stuck if the destination is disabled and other are full
When i was implementing train stop limits i was aware it will not work nicely with enable/disable exactly because of that case but i kept it because it gives different behavior for controlling trains (allows trains to skip some schedule records instead of waiting). I guess i have enough of those is...
- Fri Sep 23, 2022 1:26 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 4106
Re: Bots that are aware of their charge level and plan accordingly.
Yes, all I mentioned was a counter. And that wasn't part of the proposal as it's not clear if that is needed at all and relies on details of the bot implementation only the devs know. Weather it's needed at all is unclear. Weather it is even something that needs to be added is also unclear. I would ...
- Thu Sep 22, 2022 10:25 am
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 4106
Re: Bots that are aware of their charge level and plan accordingly.
Now take all points where the robot runs out of fuel and instead of going zig-zag take the third side of the triangle and go directly. For me removing those out-of-fuel points on the path is a no-brainer But you're looking again only to this one aspect of their behaviour: Bots do stupid things, bec...
- Wed Sep 21, 2022 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 4106
Re: Bots that are aware of their charge level and plan accordingly.
But that wrong-delivery-over-a-lake-problem is a much more simple problem, than the solution proposed here. To solve that problem we can do other things, like having a fourth transport system that delivers efficient small amounts over longs distances. (I think there was also the idea of using rocke...
- Wed Sep 21, 2022 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 4106
Re: Bots that are aware of their charge level and plan accordingly.
Assuming you aren't actively placing roboports to mess with it this algorithm [...] And even when you do place roboports you just have to remember that the new way chooses the next bit of the path a bit earlier. As in you already know which bots are on their way to recharge and will ignore your new...
- Tue Sep 20, 2022 3:27 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 51664
Re: All the different ways to increase the efficiency of a nuclear power plant
If only pumps could send their throughput to the circuit network....
- Tue Sep 20, 2022 7:19 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3788
- Views: 989220
Re: Bugs & FAQ
For me, with Seablock but that doesn't seem to touch the recipes, smelting is more efficient without sorting:
2.25 saphirite -> 1.5 iron plates
2.67 saphirite -> sorting -> 1 iron plate, 0.5 copper plate
2.25 saphirite -> 1.5 iron plates
2.67 saphirite -> sorting -> 1 iron plate, 0.5 copper plate
- Mon Sep 19, 2022 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Ideas for improving the handcrafting queue
- Replies: 8
- Views: 860
Re: Ideas for improving the handcrafting queue
That is not quite true. One thing I use from time to time early in the game is the following: Pick up a bunch of copper wire from an assembler, click on circuit boards to build all, cancel all copper wires intermediates. That will let me build as many circuit boards as I have copper wires picked up...
- Mon Sep 19, 2022 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Ideas for improving the handcrafting queue
- Replies: 8
- Views: 860
Re: Ideas for improving the handcrafting queue
I would not want, that it reach to the top of the screen. Maybe only, if explicitly expanded. Also, it must be expandable to the left somehow, not sure how that could look. With the 2D view I would assume the default is a 1D view with just the results (plus the current intermediaries) and expanded ...
- Mon Sep 19, 2022 3:01 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 69
- Views: 87156
Re: Beautiful Sushi Belts
There is one assumption in the Sushi belt that isn't always true. Actually mostly not true in fact. The designs here try to put equal numbers of every science packs on the belt. But the consumption isn't equal numbers. Not every research needs every science pack. And sometimes they need more of one ...
- Mon Sep 19, 2022 2:51 pm
- Forum: Ideas and Suggestions
- Topic: Bots that are aware of their charge level and plan accordingly.
- Replies: 42
- Views: 4106
Re: Bots that are aware of their charge level and plan accordingly.
PS: coordinates are int and speed and charge doubles, right? AFAIK both must be double, because you can place entities very precise. And now I have been in holidays and time to read all again. And I admit, I have posted some stupid stuff. But I found the gap. :twisted: I played a bit around with pe...
- Sun Sep 18, 2022 7:54 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 69
- Views: 87156
Re: Beautiful Sushi Belts
While this just looks so lovely for science packs has anyone considered using this for anything else? Like make a iron/copper sushi belt for green circuits as a very simple case. The red circuits and blue circuits straight from plates for advanced use.
- Sun Sep 18, 2022 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Ideas for improving the handcrafting queue
- Replies: 8
- Views: 860
Re: Ideas for improving the handcrafting queue
Nice ideas, I like the 2d view approach. However, this could get problematic if one item needs huge amounts of intermediates, but maybe the detailed list of intermediates is not really that interesting, there could be a crafting duration display and/or a limited/shortened list of it intermediates t...
- Sun Sep 18, 2022 1:32 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 1521
Re: Flip Dot Display Pixels
Very cool. The signals are probably more in line with the Dot Pixels. But lack the animation as they flip. Can't have it all.
- Sun Sep 18, 2022 1:28 pm
- Forum: Ideas and Suggestions
- Topic: Ideas for improving the handcrafting queue
- Replies: 8
- Views: 860
Ideas for improving the handcrafting queue
TL;DR This is a bit of a mix of several ideas to improve the handcrafting queue to make it easier to manipulate, less chaotic and easier to understand at a glance. What ? Freeze item positions when the mouse is over the queue or right align queue. When the mouse hovers over the queue the item posit...
- Sat Sep 17, 2022 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 1521
- Sat Sep 17, 2022 8:59 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 1521
Re: Flip Dot Display Pixels
Ahh, you actually want an animation as the dots rotate. That is indeed something the LEDs can't do. So power switches or gates are your choices for that. As for map visibility... I have never studied that but isn't that something specified in any prototype? I've seen definitions of map colors in oth...
- Sat Sep 17, 2022 8:54 pm
- Forum: Resource Spawner Overhaul
- Topic: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
- Replies: 6
- Views: 1380
Re: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
Just added my own abstraction to the code. Didn't want to implement the remote API before I knew the idea would work at all.
- Sat Sep 17, 2022 8:05 am
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 1521
Re: Flip Dot Display Pixels
You can set how much power lights use. No need to use power switches. That will mess up the map view when you turn on the power networks and probably costs UPS.