Search found 85 matches
- 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...
- 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.
- 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- Forum: Outdated/Not implemented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.
IMO any time a build is duplicated by blueprint and the result isn't identical to the original it should be considered a bug.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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. ...
- 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...
- 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.
- 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 (...
- 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...
- 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.
- Tue Jan 23, 2018 3:12 am
- Forum: Ideas and Suggestions
- Topic: For smart-ish trains: how about a "repathing chain signal"
- Replies: 3
- Views: 1228
Re: For smart-ish trains: how about a "repathing chain signal"
I have been informed that trains already repath after all chain signals.
- 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.
This change made what was a 1-step process into a 2-step process. I do not like it.
- 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...
- 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...
- 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...