Search found 384 matches

by Lav
Fri Nov 03, 2017 10:55 am
Forum: Ideas and Suggestions
Topic: Display maximum historical pollution spread
Replies: 12
Views: 3021

Re: Display maximum historical pollution spread

Not one bit probably 2 bytes per chunk but it adds 3 lines of code to each chunk per tick, I'm not sure how that fits in the optimization I think you're overcomplicating things. Why would you need 2 bytes? And why would you need 3 lines? There's already some code handling the pollution. So chunks t...
by Lav
Fri Nov 03, 2017 9:33 am
Forum: Ideas and Suggestions
Topic: Display maximum historical pollution spread
Replies: 12
Views: 3021

Re: Display maximum historical pollution spread

Historical data requires a huge amount of memory to store. This applies to both RAM and savegame data. I do not think this data is valuable enough to sacrifice more resources to it. Definitely not worth it. I assume you're talking about Eriksonn's idea, cause what I want only needs 1 bit per chunk....
by Lav
Fri Nov 03, 2017 4:42 am
Forum: Ideas and Suggestions
Topic: Display maximum historical pollution spread
Replies: 12
Views: 3021

Re: Display maximum historical pollution spread

What would that tell me? It would make sense if I could correlate historical pollution data with certain events in my factory's history, and how're you going to track those? And without that, all I would get from that slider is a funny red bubbles. Pretty useless and not even fulfilling my suggestio...
by Lav
Thu Nov 02, 2017 5:46 pm
Forum: Ideas and Suggestions
Topic: Display maximum historical pollution spread
Replies: 12
Views: 3021

Display maximum historical pollution spread

The map mode displays only current pollution. However it may be well lower than the maximum possible value, since not all parts of your factory always run at 100%. Thus it would be great if we could see not only current pollution cloud, but also maximum historical pollution cloud, i.e. all chunks th...
by Lav
Thu Nov 02, 2017 11:05 am
Forum: Ideas and Suggestions
Topic: Left and right lane banencer
Replies: 6
Views: 1982

Re: Left and right lane banencer

There already is a lane balancer. It typically takes 8 tiles and crafting costs are 1 splitter and 6 belts. :-)

If you use a loader-enabling mod, you can get a better one, which takes only 5 tiles in a straight line, with the crafting cost of 1 wooden chest and 2 loaders.
by Lav
Wed Nov 01, 2017 6:01 pm
Forum: Energy Production
Topic: Scalable Nuclear Power Plant
Replies: 3
Views: 6706

Scalable Nuclear Power Plant

One issue I've had with nuclear setups available here is that they're not really expandable. You may build multiple of them sure, but I've always favored a different strategy: build a usable setup that can be expanded later as the demand for power grows. The closest setup I could find that fit the r...
by Lav
Wed Nov 01, 2017 12:11 pm
Forum: Duplicates
Topic: [0.15.37] Shadowed lamp rendered incorrectly
Replies: 3
Views: 826

Re: [0.15.37] Shadowed lamp rendered incorrectly

posila wrote:Thanks for the report.
Duplicate: 47060, 22644
Duplicates are listed as "won't fix". It's quite an annoying issue though. :-(
by Lav
Wed Nov 01, 2017 10:35 am
Forum: Resolved Problems and Bugs
Topic: [0.15.9][gfx]Light Bulb Northeast of Accumulator Looks "Off"
Replies: 8
Views: 3078

Re: [0.15.9][gfx]Light Bulb Northeast of Accumulator Looks "Off"

While the glitch itself is minor, it's extremely annoying when the lamp is used as indicator of something. I'm using lamp in exactly this position in my nuclear reactor setup to indicate fuel status, and there's nowhere to move it due to space constraints. As a result, indication for one reactor out...
by Lav
Wed Nov 01, 2017 9:18 am
Forum: Duplicates
Topic: [0.15.37] Shadowed lamp rendered incorrectly
Replies: 3
Views: 826

[0.15.37] Shadowed lamp rendered incorrectly

If an active lamp is placed in the shadow of another object, that object's shadow takes precedence over lamp, resulting in a visually dark lamp. Expected: lamp light should take precedence over shadow and dispel it. https://i.imgur.com/zIR2l96.png There are two lamps on the screenshot, both are acti...
by Lav
Tue Oct 31, 2017 4:45 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66653

Re: Friday Facts #214 - Concrete rendering

Is it just me, or the thread is getting slightly teeny little bit repetitive? :-D
by Lav
Mon Oct 30, 2017 8:15 am
Forum: Gameplay Help
Topic: Train help!
Replies: 9
Views: 3360

Re: Train help!

I cant figure out how to get the other trains to use the second platform. I have shown where the rail and chain signals are in the screenshot. Please help! (: Are you sure there's a chain signal at the entrance? Not regular signal and not a ghost? Cause I'm pretty sure a chain signal in that locati...
by Lav
Sat Oct 28, 2017 9:26 pm
Forum: Energy Production
Topic: Minimal Autonomous Radar Setup
Replies: 12
Views: 35790

Re: Minimal Autonomous Radar Setup

The flickering is hard to calculate precisely. It usually takes 300 ticks, but sometimes it takes much more. I compensated by using a 75-tick cycle so it doesn't last long in the worst case. Using integer overflow is a nice touch, like it! And the flickering in your case is because your active cycl...
by Lav
Sat Oct 28, 2017 3:31 pm
Forum: Energy Production
Topic: Minimal Autonomous Radar Setup
Replies: 12
Views: 35790

Minimal Autonomous Radar Setup

A blueprint for the idea from this post . A minimalistic setup for autonomous radar stations with 100% terrain coverage and zero downtime. Resources required: 1 radar 1 solar panel 1 accumulator 1 power switch 2 arithmetic combinators 2 power poles https://i.imgur.com/PHek4Cp.jpg 0eNrNVduq2zAQ/JWy0K...
by Lav
Sat Oct 28, 2017 3:56 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66653

Re: Friday Facts #214 - Concrete rendering

I would suggest to use the new concrete graphics as bricks.

New bricks graphics as cobblestone (smaller bonus but made from stone, not bricks).

And make a proper "flat featureless industrial grey" concrete with sharp (not blurred!) hazard painting.
by Lav
Fri Oct 27, 2017 8:05 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66653

Re: Friday Facts #214 - Concrete rendering

I shall join the chorus I guess.

I love the new texture.

I totally don't want this texture to be concrete though. It doesn't look like one, and more importantly, it doesn't feel like one.
by Lav
Thu Oct 26, 2017 4:56 am
Forum: Ideas and Suggestions
Topic: Change Portable Fusion Reactor to RTG
Replies: 20
Views: 6430

Re: Change Portable Fusion Reactor to RTG

They're too low power to make a lot of sense. This. Now, if RTG cells were a replacement for portable solar panels (same size, somewhat more powerful and not light-dependent), that would be fine IMHO. And they would be manufactured from U-238, thus fitting nicely into the time period when portable ...
by Lav
Thu Oct 26, 2017 3:45 am
Forum: Gameplay Help
Topic: Need advice on how to enlarge iron/copper performance
Replies: 8
Views: 3393

Re: Need advice on how to enlarge iron/copper performance

There's a hard limit to how fast you can unload a single wagon, so at certain stage, "add more trains/wagons" becomes the only solution for this kind of problem. However there are things you can do to get closer to that limit. 1. Research stack inserter bonus and train breaking distance. F...
by Lav
Wed Oct 25, 2017 9:27 am
Forum: Implemented mod requests
Topic: Allow linking custom-input to built-in hotkeys.
Replies: 6
Views: 2058

Re: Allow linking custom-input to built-in hotkeys.

So essentially "lua callbacks for all keyboard-triggered events" if I understand you correctly. :-)
by Lav
Tue Oct 24, 2017 5:45 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 210016

Re: [MOD 0.15] Upgrade planner

Klonan wrote:Yes, just the button doesn't appear properly

Its fixed in the next version of the mod, for now just press 'U' to open the config menu
That works. Thanks!
by Lav
Tue Oct 24, 2017 5:09 am
Forum: Ideas and Suggestions
Topic: Slightly change wait 0 seconds logic
Replies: 17
Views: 5191

Re: Slightly change wait 0 seconds logic

I've posted a proof of concept some time ago, but it didn't garner a lot of interest. :-) I'm using this trick in my current game actually - got three trains (codenamed BASE, ARMY and RAIL) and a single loading station. I build a temporary station somewhere in the world and call it "rail",...

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