Search found 384 matches
- 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...
- 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....
- 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...
- 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...
- 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.
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.
- 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...
- Wed Nov 01, 2017 12:11 pm
- Forum: Duplicates
- Topic: [0.15.37] Shadowed lamp rendered incorrectly
- Replies: 3
- Views: 826
- 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...
- 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...
- 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?
- 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...
- 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...
- 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...
- 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.
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.
- 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.
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.
- 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 ...
- 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...
- 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.
- 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
That works. Thanks!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
- 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",...