Search found 97 matches

by The Lone Wolfling
Wed Dec 17, 2014 9:58 pm
Forum: Railway Setups
Topic: Railroad Layouts
Replies: 23
Views: 22323

Re: Railroad Layouts

I use the small 4-way circle, and occasionally this modification for high-traffic areas:
High-traffic
(And/or including straight sections too.)

Note that you don't need large parts of the circle if trains won't be turning around.
by The Lone Wolfling
Wed Dec 17, 2014 9:40 pm
Forum: Ideas and Suggestions
Topic: Better train logic (smarter alternative route finding)
Replies: 30
Views: 13565

Re: Better train logic (smarter alternative route finding)

Yeah.

The specific case of "the next signal is red so let's take this detour that takes me... back to the same red signal" makes no sense. All it does it waste time and burn more coal.
by The Lone Wolfling
Mon Dec 15, 2014 2:10 pm
Forum: Not a bug
Topic: [0.11.1] Move+Disassemble
Replies: 7
Views: 3543

Re: [0.11.1] Move+Disassemble

I was going to make a bug report about this, but saw that this thread already existed. It's close but not identical to what I was going to post - I'm not sure what the official stance is on such cases. ("When in doubt post on the old thread" versus "when in doubt post a new thread&quo...
by The Lone Wolfling
Mon Dec 15, 2014 2:04 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 210905

Re: [0.11.x] Uranium Power

Does anyone have any numbers as to how many steam plants a nuclear plant with speed bonus <whatever> can run, and how much water it uses? I'm trying to design a power plant that's vaguely balanced in terms of ratios. A fully decked out nuclear plant can provide ~16MW of generation, that's approxima...
by The Lone Wolfling
Mon Dec 15, 2014 2:02 pm
Forum: Implemented Suggestions
Topic: Force-place Incomplete Blueprints
Replies: 31
Views: 20380

Re: Force-place Incomplete Blueprints

Ditto, I support this, maybe even by default.

(Hmm... What about having it refuse to place the first time, but if you try to place it a second time without changing position it'll force-place?)
by The Lone Wolfling
Sun Dec 14, 2014 10:52 pm
Forum: Not a bug
Topic: [0.11.6] Powersuits not charging when not being worn
Replies: 1
Views: 1337

[0.11.6] Powersuits not charging when not being worn

Long story short, I have "boots of speed" - a secondary set of armor that's just a single fusion reactor, a bunch of exoskeletons, and as many batteries as will fit in the remaining space. It discharges faster than it charges when I'm actively running. If I take it off when it is partially...
by The Lone Wolfling
Sun Dec 14, 2014 4:05 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 210905

Re: [0.11.x] Uranium Power

Does anyone have any numbers as to how many steam plants a nuclear plant with speed bonus <whatever> can run, and how much water it uses?

I'm trying to design a power plant that's vaguely balanced in terms of ratios.
by The Lone Wolfling
Sun Dec 14, 2014 4:02 pm
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83128

Re: [MOD 0.11.x] Force Fields - energy powered walls

It would be possible to use a internal buffer of energy but it wouldn't change the pulse of energy the emitters require to re-charge once that internal buffer ran out. Do people sit and stare at their power screen graphs or something? In all of my testing and use of the fields it felt no different ...
by The Lone Wolfling
Sat Dec 13, 2014 10:00 pm
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83128

Re: [MOD 0.11.x] Force Fields - energy powered walls

Hmm... Good mod thus far. A couple things: There's a reproducible crash when shift-clicking an upgrade out of the upgrade slot ("control.lua:1226: Key caption has unknown type"). I keep getting a warning that "(player 1) has the GUI for this emitter open right now.". Only thing i...
by The Lone Wolfling
Wed Dec 10, 2014 2:56 pm
Forum: Not a bug
Topic: [0.11.x] Transfering fuel into Car/Tank trunk broken
Replies: 9
Views: 5297

Re: [0.11.x] Transfering fuel into Car/Tank trunk broken

For the record, I consider this a bug. I am aware of why it was changed, but at the same time I use the car to transport fuel a lot more than I want to automatically refill the car with fuel.
by The Lone Wolfling
Wed Dec 10, 2014 2:47 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: I made a calculator for all you OCD planners out there
Replies: 53
Views: 68529

Re: I made a calculator for all you OCD planners out there

Yeah if you don't someone might inject a nasty script in the calculator page which would allow them to erm... give you wrong results! Or harvest your calculator password! Looks like I do, in fact, need to get into this here. Here's the thing - arbitrary/malicious JS can do a lot more than just give...
by The Lone Wolfling
Wed Dec 10, 2014 3:32 am
Forum: Cheatsheets / Calculators / Viewers
Topic: I made a calculator for all you OCD planners out there
Replies: 53
Views: 68529

Re: I made a calculator for all you OCD planners out there

SilentSam wrote: there is no actual reason for any of this to use SSL
...Need I get into this here?

Anytime I am allowing JS, I have reason to use SSL.
by The Lone Wolfling
Wed Dec 10, 2014 3:30 am
Forum: Mods
Topic: [MOD 0.11.X] TimeButtons
Replies: 8
Views: 8146

Re: [MOD 0.11.X] TimeButtons

Whoops, that was ambiguous. Sorry. You're in violent agreement with me. By "you", I was referring to the mod author. As such, I was saying "Regardless of if you are allowed to demand that this be taken down". In other words, taking precisely the same stance as you.
by The Lone Wolfling
Wed Dec 10, 2014 3:20 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 338940

Re: [Mod 0.11.x] Rail Tanker - Liquid transport

[neat info] That makes sense. Thank you! What do you use barrels for? The only time I've used them was to move oil around by train but I've seen some people do it so they can use logistics bots to move liquid. Two things - for quick-and-dirty "I need oil now so I'm just going to use a car"...
by The Lone Wolfling
Wed Dec 10, 2014 3:13 am
Forum: Videos
Topic: [YouTube] Xterminator's Total Depletion Series
Replies: 70
Views: 22527

Re: [YouTube] Xterminator's Total Depletion Series

On a more "practical" note: since it is now possible to automate Rocket Defense, how about shooting for x rocket-defense per minute? Ok, let's be real - it should probably be something like 1 per 10 minutes, but still - it could be challenging to make a factory that can churn out rocket d...
by The Lone Wolfling
Wed Dec 10, 2014 2:03 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 338940

Re: [Mod 0.11.x] Rail Tanker - Liquid transport

After thinking about this issue overnight I've reverted to the 0.0.4 codebase and fixed the issue properly. I'd love to know more. What was the bug, what was the hacky fix, what was the problem with said hacky fix, what was the proper fix? Great mod by the way. I just wish I could get rid of oil ba...
by The Lone Wolfling
Sun Dec 07, 2014 11:12 pm
Forum: Mods
Topic: [MOD 0.11.X] TimeButtons
Replies: 8
Views: 8146

Re: [MOD 0.11.X] TimeButtons

Justice? For what? Someone updated a mod because the original developer (i.e. you) was MIA. Why has that harmed you in any way? Saying "I have returned and updated the mod, this unofficial update's purpose was fulfilled, now please take it down" would be fine. But saying that it's "st...
by The Lone Wolfling
Sun Dec 07, 2014 4:58 pm
Forum: Implemented Suggestions
Topic: Forest fire!
Replies: 6
Views: 2817

Re: Forest fire!

Ditto, some objects should be flammable beyond just trees.

Another reason to use non-wooden chests!
by The Lone Wolfling
Sun Dec 07, 2014 4:56 pm
Forum: Ideas and Suggestions
Topic: Fast and/or Custom Game Starts
Replies: 13
Views: 3919

Re: Fast and/or Custom Game Starts

"We have a plugin system / mod system, so we won't implement the idea because it could be done per plugin / mod" << That's the death sentence for nearly every program / game. Ideas should be implemented if they make sense, regardless if they are already able to be done per mod. Agreed. Lo...
by The Lone Wolfling
Thu Dec 04, 2014 3:09 pm
Forum: Ideas and Suggestions
Topic: Avoiding building deadlocks
Replies: 9
Views: 2922

Re: Avoiding building deadlocks

I think you're confusing NP with EXPTIME, since even polynomial problems are also NP (it doesn't stand for "not polynomial"). Replace "NP" with "NP-complete", then. (As it's "easy" to reduce it to a BSAT problem, and it's possible to reduce a subset sum probl...

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