Search found 85 matches

by Vegemeister
Mon Feb 12, 2018 5:04 pm
Forum: Ideas and Suggestions
Topic: Express/Priority Trains
Replies: 3
Views: 1835

Re: Express/Priority Trains

I think if this would actually make a difference for production, your train tracks are too congested already. But it would be useful to give higher priority to trains that are being used by the player interactively (passenger trains, exploration trains, trains bringing supplies to build new outposts...
by Vegemeister
Sun Feb 11, 2018 6:12 pm
Forum: Energy Production
Topic: Big almost ideal solar array (BAISA)
Replies: 4
Views: 7725

Re: Big almost ideal solar array (BAISA)

I suggest adding a train track somewhere, for 2-tile alignment, and one or more radars as needed so you can build more cells on the sides without going there in person.
by Vegemeister
Sun Feb 11, 2018 6:03 pm
Forum: Outdated/Not implemented
Topic: Electric network cable connections saved in the blueprint
Replies: 47
Views: 20178

Re: Electric network cable connections saved in the blueprint

+1

IMO any time a build is duplicated by blueprint and the result isn't identical to the original it should be considered a bug.
by Vegemeister
Sun Feb 11, 2018 4:30 pm
Forum: Ideas and Suggestions
Topic: Rolling Event Queue - Optimization
Replies: 3
Views: 1249

Re: Rolling Event Queue - Optimization

Even when moving the recipe finished event due to brownout, there are still major savings. (A 100 tick recipe at 80% satisfaction is 80% complete in 1 event, 96% complete in 2 events, 99.2 % complete in 3 events, and finishes on the 4th event.) But your suggestion (slowing the rate of time advance u...
by Vegemeister
Sat Feb 10, 2018 9:09 pm
Forum: Ideas and Suggestions
Topic: Rolling Event Queue - Optimization
Replies: 3
Views: 1249

Rolling Event Queue - Optimization

It is my understanding that, with the way the game works now, a few very fast assemblers use less CPU time than a lot of slow assemblers for the same output, because all working assemblers have to be updated on every tick, no matter whether anything interesting happens on that tick or not. This is w...
by Vegemeister
Wed Feb 07, 2018 1:52 pm
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 15926

Re: Circuit Network to read Rocket Silo Progress

Can't the information you want be gotten by measuring one of the inputs to the rocket silo? You can also trickle the science out over time if you want by putting it through a limited-throughput belt. Here's a blueprint for that; the constant combinator sets the throughput in items/minute: 0eNrNVsGOm...
by Vegemeister
Wed Feb 07, 2018 12:50 pm
Forum: Ideas and Suggestions
Topic: Ultra-fast green belt with infinite research speedup
Replies: 18
Views: 5361

Re: Ultra-fast green belt with infinite research speedup

There is currently no technical possibility to smoothly tune belt speed by research. The way belts work is they "shift" items by discrete amount of slots per game tick (1 for yellow up to 3 for blue) and straight belt line is 32 slots long. In this case you can only change the amount of s...
by Vegemeister
Wed Feb 07, 2018 12:36 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 70
Views: 20273

Re: Separate signals to/from red and green wires

+1 I don't see other way to implement "each red / each green" any other way, unlike "each red * each green" which can be emulated by a couple of combinators. If you can do each red * each green, you can do division too, because division is inverse multiplication. Takes some fixe...
by Vegemeister
Sat Feb 03, 2018 1:26 am
Forum: Ideas and Suggestions
Topic: Merge beacons (and drain power?) for electricity calculation
Replies: 6
Views: 2006

Re: Merge beacons (and drain power?) for electricity calculation

There is one other factor for determining beacon power usage. (or at least used to be the case, I've not checked recently) If you haven't put any modules in it, or there aren't any structures within it's field (doesn't matter if they're running or not, they just have to be in the field) that make u...
by Vegemeister
Fri Feb 02, 2018 3:02 am
Forum: Ideas and Suggestions
Topic: Merge beacons (and drain power?) for electricity calculation
Replies: 6
Views: 2006

Merge beacons (and drain power?) for electricity calculation

So I was experimenting with various UPS optimizations for a steel smelter, and I noticed that, under output-blocked conditions, removing all but one beacon from the layout (there are 1026) reduced the electic network computation time (as measured by the show-time-usage debug info) from 30 to 19 us. ...
by Vegemeister
Thu Feb 01, 2018 8:39 am
Forum: Gameplay Help
Topic: Specify belt throuput
Replies: 10
Views: 4623

Re: Specify belt throuput

Alternately, use feedback. Have an each=each+0 integrator. 1 item per tick equals 60 items per second. so multiply the signal from a pulse read belt by -60. Send that to the integrator. Also send a positive signal from a constant combinator to the integrator. Allow the belt to flow when the integrat...
by Vegemeister
Thu Feb 01, 2018 8:08 am
Forum: Ideas and Suggestions
Topic: Let the player configure target prioritization on turrets
Replies: 10
Views: 3108

Re: Let the player configure target prioritization on turrets

If this were to be added, I'd want to prioritize by enemy attack range (behemoth spitters first), rather than any of the options you've listed.
by Vegemeister
Wed Jan 24, 2018 3:33 am
Forum: Ideas and Suggestions
Topic: Click-and-drag to place on ghosts
Replies: 2
Views: 1724

Re: Click-and-drag to place on ghosts

Power poles are programmed to be placed in a way that every machine will have power delivered to it. The person who built your bluprint probably used this technique while placing power poles. I like that currently I can place objects on ghosts without having to erase them first, but a right click (...
by Vegemeister
Tue Jan 23, 2018 12:33 pm
Forum: Resolved Problems and Bugs
Topic: [16.18] Mining speed progress bar goes down of the screen
Replies: 10
Views: 6109

Re: [16.18] Mining speed progress bar goes down of the screen

Negative mining speed -> mining progress bar goes backwards. Seems logical to me. I am reminded of this old joke: A man goes to the doctor and says, "Hey doc, it hurts when I do this-" Then, he bends over in his chair and puts his foot behind his neck. The doctor replies, "Well, don't...
by Vegemeister
Tue Jan 23, 2018 4:36 am
Forum: Gameplay Help
Topic: Power Modulating
Replies: 3
Views: 1530

Re: Power Modulating

Differential reference accumulator. Somewhere in your base far away from the frontline, so no biters will come in range, build a copy of your measurement setup. Compare the charge level on that accumulator to the charge on the one powering a laser turret that could have conceivably shot at something.
by Vegemeister
Tue Jan 23, 2018 2:11 am
Forum: Ideas and Suggestions
Topic: Request: Restore ability to mine a vehicle you're riding in
Replies: 1
Views: 723

Re: Request: Restore ability to mine a vehicle you're riding in

+1

This change made what was a 1-step process into a 2-step process. I do not like it.
by Vegemeister
Tue Jan 23, 2018 1:14 am
Forum: Ideas and Suggestions
Topic: Click-and-drag to place on ghosts
Replies: 2
Views: 1724

Click-and-drag to place on ghosts

TL;DR When you place an item on a matching ghost and hold down the mouse button, dragging should only place additional items if they would also match a ghost. What ? I have discovered that I can fill-in ghosted power poles by clicking and dragging (or equivalently, running). I assume this is a cons...
by Vegemeister
Sun Jan 21, 2018 6:00 pm
Forum: Balancing
Topic: Barreling/Unbarreling recipes need larger output buffer
Replies: 2
Views: 1827

Barreling/Unbarreling recipes need larger output buffer

With the new lower density barrels, 10 barrels of output buffer is not enough for heavily beaconed assemblers. It's even smaller than the stack inserter stack size. I was only able to approach full throughput by using 2 output inserters and making them run 180Β° out of phase with a clock signal. Perh...
by Vegemeister
Fri May 19, 2017 7:20 pm
Forum: Ideas and Suggestions
Topic: Train Length Lookahead Signal
Replies: 23
Views: 7486

Re: Train Length Lookahead Signal

@tuttifrectte: I didn't say to make the tracks wider, I said it's too narrow and that it is a general rule to increase the distances between switches to more than a train length. In the case above for example: Instead of 4 train stations, each with an own connection to the track, just one connectio...

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