Search found 46 matches

by whitecold
Sat Aug 12, 2017 9:42 am
Forum: Ideas and Suggestions
Topic: Please allow mining drills to store at least ONE ore! :(
Replies: 9
Views: 3942

Re: Please allow mining drills to store at least ONE ore! :(

You can have your miners load into chests, and unload from those, or unload onto side belts which feed into the main. There are plenty of solutions already other than changing the game.
by whitecold
Sun Jul 30, 2017 9:36 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524864

Re: [MOD 0.14] AAI Programmable Vehicles

Has anyone gotten good blueprints for handling squads of combat units?
Single tanks spreading out don't cut it anymore against the behemoth biters
by whitecold
Fri Jul 07, 2017 11:00 pm
Forum: Ideas and Suggestions
Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
Replies: 21
Views: 7181

Re: Allow changing entity settings from radar remote view

It works this way by design. You're meant to go there if you want to do more than blueprint/deconstruct. The same reason you can't open/change machines at any distance in the normal view. However you currently can tear down the entire thing, and replace it with the one combinator changed. Given tha...
by whitecold
Fri Jul 07, 2017 9:21 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277952

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

Would it be possible to add train lines? My idea was that each station can be assigned a line ID, including depots. Trains for IDed depots would only serve runs with the matching ID, or from a no ID stop to one with an ID. It would give the player a bit more control over trains if this is desired. T...
by whitecold
Tue Jul 04, 2017 6:15 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524864

Re: [MOD 0.14] AAI Programmable Vehicles

Would it be possible to add a setting to toggle the 1-weapon-per-vehicle mechanic? It's possible to disable it by deleting a few bits in entity-update and entity-update-external but its kind of annoying doing it after every update. Which bits exactly have to be deleted? I broke the mod trying to ac...
by whitecold
Fri Jun 30, 2017 9:19 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524864

Re: [MOD 0.14] AAI Programmable Vehicles

My game currently crashes a few moments in this savegame. No entry in the log is detectable, unfortunately. I strongly suspect it is AAI, as some tanks are getting orders right then, but I have no idea how to debug it.
Edit: It does seem to happen when one tank paths into some walls
by whitecold
Fri Jun 30, 2017 11:14 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 129525

Re: Attacking biters with turrets makes all weapons pointless

My thought about the train is that if I can lay down a track, I can also lay down walls beside it, and turrets at each power pole with FARL (or blueprints) This also blocks biters from reexpanding, so it doesn't solve the problem I tried out the robot army mod, and while it kinda goes in the right d...
by whitecold
Sat Jun 24, 2017 9:09 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524864

Re: [MOD 0.14] AAI Programmable Vehicles

Something seems wrong with blueprint building. I managed to gather up some virtual objects somehow, and the scanners on my stamped down blueprint don't seem to work.
by whitecold
Thu Jun 22, 2017 10:30 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524864

Re: [MOD 0.14] AAI Programmable Vehicles

Very sad to hear that multiple weapons don't work. I really wanted to deploy those flamethrowers on my tanks. Is there any way on how to use the global vehicle ID instead of the ones by type on the various sensors/commands, or any quick fix to stick the flamer back into the tank? The main nuisance o...
by whitecold
Thu Jun 22, 2017 6:57 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 129525

Re: Attacking biters with turrets makes all weapons pointless

@mendel I'm trying to get a hang of the AAI programmable vehicles, but of course those are way too complicated to ever be included in vanilla. However what I think should somehow be included are options in vanilla to fight without the player being present. Number of players is one resource that cann...
by whitecold
Thu Jun 22, 2017 7:05 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524864

Re: [MOD 0.14] AAI Programmable Vehicles

Is it possible to somehow get vehicles with multiple weapons back? I'd like to use tanks with all three vanilla weapons, as I haven't found a good way to loop over multiple vehicle ID's
by whitecold
Tue Jun 20, 2017 6:32 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 129525

Re: Attacking biters with turrets makes all weapons pointless

What makes the turret creep strategy the go-to strategy for me is the lack of other good options that don't involve the player. I don't want to drive around in a tank, I want to send off my tank squadron to clear out nests and focus on building a proper supply line for them. If I have to shoot my we...
by whitecold
Sat Jun 17, 2017 12:38 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 59197

Re: Personal robots prioritizing nearest first

The problem with that is "find all ghost images in range" is an O(N) search of the surface - the time scales with the area to search and the number of entities in that area - even when there are no ghosts. The same cost as calling "surface.find_entities_filtered({type="ghost&quo...
by whitecold
Sun Jun 11, 2017 7:25 pm
Forum: Ideas and Suggestions
Topic: Stop Blueprints escaping their Books
Replies: 45
Views: 11498

Re: Stop Blueprints escaping their Books

I feel like everyone doesn't actually understand how to select things in the book correctly... everyone knows you can hold it in the world and scroll through it right? Seeing the live selected blueprint as the preview in the world without having the GUI open? One more reason against using this as p...
by whitecold
Sat Jun 03, 2017 2:45 pm
Forum: Ideas and Suggestions
Topic: Stop Blueprints escaping their Books
Replies: 45
Views: 11498

Re: Stop Blueprints escaping their Books

Blueprint Books are useful, however I rarely scroll though them, instead I open them, and just select what I need. Simply put: you're using the book wrong. You're meant to scroll through them. Opening the book is the way of adding or removing blueprints from the book and is not the normal way you s...
by whitecold
Fri Jun 02, 2017 12:45 pm
Forum: Ideas and Suggestions
Topic: Stop Blueprints escaping their Books
Replies: 45
Views: 11498

Stop Blueprints escaping their Books

TL;DR Blueprints in a book should always stay there Slightly Longer Blueprint Books are useful, however I rarely scroll though them, instead I open them, and just select what I need. This ends up however with the blueprints ending up in my inventory, instead of back in the book. I'd like to change ...
by whitecold
Thu May 25, 2017 9:08 pm
Forum: Balancing
Topic: Kovarex Enrichment is not fun
Replies: 84
Views: 36062

Re: Kovarex Enrichment is not fun

These things can have a big effect on how you do your nuclear power setup and in what order and timing you use. But like I said before, KEP is entirely optional, you can power multiple reactors with just ore processing. Whenever something is overpowered, you can claim that you don't need to use it....
by whitecold
Thu May 25, 2017 7:35 am
Forum: Balancing
Topic: Kovarex Enrichment is not fun
Replies: 84
Views: 36062

Re: Kovarex Enrichment is not fun

Setting up a KEP Plant itself is quite fun, as it does pose a bit of a different challenge with circuits to keep it properly running to cycle the 40 U-235. However, once you have one plant running, your problems are gone. I set up a string of them, left to do other things, and once I came back, all ...
by whitecold
Sat May 20, 2017 8:27 am
Forum: Ideas and Suggestions
Topic: GUI Default Blueprint Icon
Replies: 1
Views: 638

GUI Default Blueprint Icon

The suggested blueprint icon currently consists of the most used items in the blueprint. However for copying factories, this almost always ends up as an assembler or a refinery. My suggestion would be to take the recipe into account, so a red circuit assembly suggests the red circuit icon, or the bl...
by whitecold
Sat May 20, 2017 7:51 am
Forum: Ideas and Suggestions
Topic: Tristate Train Stops
Replies: 5
Views: 1366

Re: Tristate Train Stops

yeah like I said there have been a bunch of suggested methods to do this and I'm definitely behind an alternative to what I have, I do like the logistics trains but I see they aren't for everyone, if you know a bit about the coding you could probably configure it the way you like. But back to sugge...

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