Search found 37 matches

by super_aardvark
Fri Jan 12, 2018 9:20 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372394

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

Idea for bot nerf: Make carrying capacity based on stack size of the item; OR make power consumption based on the stack size of the item (as well as how many are carried). Example of case 1: Initially, a bot can carry 2 circuits, or 1 plate or pipe, but can't carry pipe-to-ground, train wagon, etc. ...
by super_aardvark
Fri Oct 20, 2017 8:25 pm
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 24630

Re: Friday Facts #213 - The little things 2

Another change to requester chests that would be nice: when you set a new item to be requested, don't immediately set the amount to a full stack. If I have a single requester feeding multiple assemblers, I need to set the items manually. But even if I only want the chest to request 10 blue circuits,...
by super_aardvark
Fri Oct 06, 2017 11:22 pm
Forum: Ideas and Suggestions
Topic: More transparent autosaving
Replies: 6
Views: 2873

Re: More transparent autosaving

I second this motion. Some additional comments: I think the biggest problem with the current experience isn't that input is ignored, it's that only some input is ignored. For example, mouse clicks are ignored, but mouse movement is not ignored. If the entire viewport were frozen for the duration of ...
by super_aardvark
Tue Jun 27, 2017 7:26 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 52790

Re: Friday Facts #195 - Poles re-design

All I want from an electric pole redesign is to have the small pole centered in its tile. It drives me crazy the way it can move from one side of its tile to the other just based on its connections to other poles. This makes it really hard to place, because it looks like I've moved it from one tile ...
by super_aardvark
Wed Jun 07, 2017 8:53 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 202097

Re: [0.15.x] Fluid mechanics

Common mistakes [...] - pumping into entity with high zero-pressure [...] - pressure-ignoring pumping into low zero-pressure entity Pressure-ignoring pumping should be targeted on higher zero-pressure entity, because later natural pressure difference may be used for free. So.... which is it? Pumpin...
by super_aardvark
Fri May 19, 2017 10:11 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149478

Re: Friday Facts #191 - Gui improvements

Regarding the proposed changes, I think they're great. By far the best thing is being able to place ghosts of items you don't have, but everything else proposed makes sense too. Even the one concrete drawback, losing the ability to transfer most of your inventory, but not your toolbar items, into a ...
by super_aardvark
Thu May 18, 2017 7:05 pm
Forum: Ideas and Suggestions
Topic: Blueprint placement overwrites assembler settings
Replies: 0
Views: 1113

Blueprint placement overwrites assembler settings

TL;DR Placing a blueprint should overwrite assembler settings on assembler ghosts, and with force-place (shift-click) should overwrite them on existing assemblers. Why? Now that blueprints are available from the start of the game, and portable between games without mods, it's very easy to have a bl...
by super_aardvark
Wed Mar 15, 2017 2:39 am
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 38122

Re: Friday Facts #181 - Calm before the storm

It seems to me that review keys should be disabled 30 or 60 days after they're handed out, regardless of what the reviewer does with it. Either they wrote a review, in which case they don't need the review copy anymore, or they didn't write a review, in which case they never needed a review copy in ...
by super_aardvark
Sun Mar 05, 2017 9:31 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 66988

Re: Friday Facts #180 - Map interaction

Showing the exact content of the ore field gets me thinking... 1. Why not have that gated behind tech? Just show the ore type, not the number, before that. 2. Add some kind of seismic scanning tech/building (similar to the radar) that can find new ore/oil patches far from the base (without the need ...
by super_aardvark
Sun Feb 26, 2017 7:09 am
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 52680

Re: Friday Facts #179 - New resource graphics & concrete

I love how organic the new ore tiling looks. Really fantastic job there. I don't care for the stippling surrounding the larger chunks, though -- it just looks like noise, or the dithering you see in 256-color graphics.
by super_aardvark
Fri Nov 04, 2016 7:54 pm
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 35826

Re: Friday Facts #163 - New rails & New problems

it would be nice to have some guard and wing rails like this: http://media.gettyimages.com/photos/railroad-track-points-picture-id483503549?s=170667a It would also be nice if the ties didn't overlap the way they do. The above is a good example of how it works in the real world... here's another: ht...
by super_aardvark
Tue Oct 18, 2016 10:45 pm
Forum: Ideas and Suggestions
Topic: Mod UI Suggestion - reduce reloading
Replies: 1
Views: 1086

Mod UI Suggestion - reduce reloading

Suggestion: When "Automatically enable new mods" is toggled off in the options, don't reload the game upon leaving the Install Mods screen. Instead, just go back to the Mods screen, and reload only after toggling mods on/off and leaving that screen.
by super_aardvark
Fri Oct 07, 2016 9:58 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104323

Re: Friday Facts #159 - Research revolution

Regarding PVP-ready map generation, how about introducing symmetry to the whole map? Generate a single 45-degree pie slice of the map, mirror it about the diagonal to get a quarter of the map, and then mirror that onto the other three quadrants. Boom, 8 identical starting locations (though the mirro...
by super_aardvark
Thu Sep 29, 2016 4:33 am
Forum: Pending
Topic: [0.13.20] Tight Spot level 3 - Crash when pressing Start
Replies: 5
Views: 1825

Re: [0.13.20] Tight Spot level 3 - Crash when pressing Start

That was the only time the game has crashed for me in any game mode. I ended up finishing the level with no further problems (luckily the save came not too long before the crash -- I just had to add power).

Here's the save: https://www.dropbox.com/s/hu4ga82q4z9hx ... e.zip?dl=0
by super_aardvark
Wed Sep 28, 2016 4:38 am
Forum: Pending
Topic: [0.13.20] Tight Spot level 3 - Crash when pressing Start
Replies: 5
Views: 1825

[0.13.20] Tight Spot level 3 - Crash when pressing Start

I've been working on this level for a while, and this wasn't the first time I pressed Start. After the crash, I reloaded, set up the same layout (though not the same steps to set it up), and it ran without crashing.

Mods: base 0.13.20; blueprint-string 3.1.2
Windows 7, 16 GB, GTX 1070
by super_aardvark
Thu Sep 22, 2016 1:04 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 149459

Re: Digital Display, Yay!

Sadly this doesn't work out of the box in 0.13. since the smart chest & curved Rail got removed. Thanks for the updated version! I just found this thread today and was dismayed at the problems I had using the blueprints here. Only one problem with your version: when you remove the left-most dec...
by super_aardvark
Thu Sep 15, 2016 6:30 am
Forum: Resolved Problems and Bugs
Topic: [0.13.9][Twinsen] Transport Belt Madness Electric Poles
Replies: 9
Views: 4933

Re: [0.13.9] Transport Belt Madness Electric Poles

Playing for the first time in months, ran into this. Please fix. (While you're at it, add a line to the instructions about what to do when you've laid out all the belts. I've found the button now, but looking for what to do was what caused me to shift-click the electric pole.)

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