Search found 303 matches

by immibis
Mon Apr 20, 2015 5:27 am
Forum: Ideas and Suggestions
Topic: Savegame technical suggestions
Replies: 9
Views: 3180

Re: Savegame technical suggestions

Technically a snapshot is needed. Cause a save can represent a game only after one tick. A copy-on-write would mean, that the game copies all chunks in one tick, then doing the save with the copy. While saving, it continues the game. With large maps, that copy will take a while. Snapshot can work s...
by immibis
Sat Apr 18, 2015 2:46 am
Forum: News
Topic: Friday Facts #82 - Optimisations
Replies: 58
Views: 44721

Re: Friday Facts #82 Optimisations

Could the "middle lane" be re-added with the new belt system? It seems a lot more natural than having all the items move to one side for no reason.
by immibis
Sat Mar 21, 2015 3:08 am
Forum: Balancing
Topic: vehicle upgrade research
Replies: 4
Views: 9909

Re: vehicle upgrade research

How is this not a suggestion?
by immibis
Sat Mar 21, 2015 3:07 am
Forum: Balancing
Topic: Combat drones
Replies: 3
Views: 11502

Re: Combat drones

Replacing follower count with a drone control module is an interesting idea. Perhaps there could be multiple tiers of modules (with more robots per grid cell, of course).
by immibis
Sat Mar 21, 2015 3:03 am
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 38986

Re: Swap input on chemical factory

bobingabout wrote:I still think it should be possible to flip/swap inputs/outputs on fluid using/producing factories.
I still think allowing any fluid into any input would be an easier, simpler, more convenient and more flexible option.
by immibis
Sat Mar 21, 2015 2:59 am
Forum: Ideas and Suggestions
Topic: Semi-persistent mining
Replies: 14
Views: 3344

Re: Semi-persistent mining

Mine Entity A for 2 seconds only to hit 95% mined then say a robot flies over and you start to mine the robot only for it to reset the mining progress of the thing you where originally mining. Would it not be better to just not allow the mining of anything else unless you move your cursor? There ar...
by immibis
Sat Mar 21, 2015 2:54 am
Forum: Implemented Suggestions
Topic: More logistics slots
Replies: 10
Views: 5830

Re: More logistics slots

Creating new research to increase player Logistic slots and Toolbars is doable with modding. The inventory though can't currently be upgraded via research, some mods make it bigger by altering the player entity. just pointing this out. "X is possible by modding" and "X should be in t...
by immibis
Sat Mar 21, 2015 2:51 am
Forum: Releases
Topic: Version 0.11.19
Replies: 43
Views: 48411

Re: Version 0.11.19

Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150) Pipes on difference force can still be connected sadface This doesn't seem like a bad thing really. If you wanted to ensure there was no external influence on a pipeline, then it should have a turret at al...
by immibis
Sat Mar 14, 2015 12:54 am
Forum: Ideas and Suggestions
Topic: [0.12] Players don't check how turn on experimental updates
Replies: 11
Views: 5094

Re: [0.12] Players don't check how turn on experimental updates

Players shouldn't need to know about experimental updates - instead, major versions should be smaller, so that stable updates are more frequent. (That might involve disabling unfinished features for stable version - imagine 0.11 stable with gates, spitters, tanks, new car graphics, new player graphi...
by immibis
Wed Mar 11, 2015 5:18 am
Forum: Ideas and Suggestions
Topic: Bigger inventory research and pumps that use electricity
Replies: 11
Views: 3138

Re: Bigger inventory research and pumps that use electricity

ssilk wrote:We have already research for larger inventory, or what else is the quick-bar?
Imagine adding 50 slots worth of extra quickbars, and you will see why that's a problem.
by immibis
Sun Mar 08, 2015 6:46 am
Forum: News
Topic: Friday Facts #76 - MP inside out
Replies: 52
Views: 50791

Re: Friday Facts #76 - MP inside out

Major changes from current architecture probably won't happen, nor would they be feasible. As to the hundred thousand entities, while one can't dispute their existence, I think there's only one troublesome entity in this game, and it's the more-or-less unpredictable player. Other entities are deter...
by immibis
Sat Feb 21, 2015 8:31 am
Forum: Ideas and Suggestions
Topic: Multi-Stage Blueprints Installation
Replies: 4
Views: 3378

Re: Multi-Stage Blueprints Installation

Just FYI, the yellow text is hard to read on light themes.
by immibis
Sun Feb 15, 2015 7:31 am
Forum: Ideas and Suggestions
Topic: Cancel/retry map transfer
Replies: 2
Views: 955

Re: Cancel/retry map transfer

Probably just as easy to figure out why it doesn't work and fix it.
by immibis
Sun Feb 15, 2015 7:31 am
Forum: Ideas and Suggestions
Topic: Repairing items in inventory
Replies: 19
Views: 6724

Re: Repair items in inventory or chests

+1
by immibis
Sun Feb 15, 2015 4:46 am
Forum: Ideas and Suggestions
Topic: Slower Boiler Production Increase
Replies: 3
Views: 1414

Re: Slower Boiler Production Increase

Rather than boilers, maybe steam engines should take time to adjust (because they have inertia). Effectively no difference to gameplay, but easier to think about, since steam engines have access to the electric network stats, and boilers only have access to the water temperature. Either way, it woul...
by immibis
Sun Feb 15, 2015 3:58 am
Forum: Ideas and Suggestions
Topic: Be able to see your electric networks wherever you are ☸
Replies: 10
Views: 18986

Re: Be able to see your electric networks wherever you are

What if you could mouse over any building and press a button to see that building's electric network?

Or: make it the GUI for things without GUIs (like accumulators and steam engines), and for things with GUIs have a button to switch to the electric network info.
by immibis
Sat Jan 31, 2015 8:11 am
Forum: News
Topic: Friday Facts #71 - To the stars
Replies: 61
Views: 44638

Re: Friday Facts #71 To the stars

Make sure not to fall into the trap of feature creep.
by immibis
Wed Jan 21, 2015 2:00 am
Forum: Ideas and Suggestions
Topic: Inserters repair damaged entities
Replies: 15
Views: 6088

Re: Inserters repair damaged entities

Alternatively, inserters don't have a separate slot for repair packs (which reduces complexity significantly) and instead we let them get jammed. That way you need two separate belts and two rows of inserters if you want auto-repair + ammo feeding.
by immibis
Wed Jan 21, 2015 1:39 am
Forum: Ideas and Suggestions
Topic: Logistic Robots Behaviour Improvement
Replies: 2
Views: 1331

Re: Logistic Robots Behaviour Improvement

The current solution is to have a separate robot network at your outpost.
by immibis
Sun Jan 18, 2015 6:42 am
Forum: Show your Creations
Topic: Super spliters 3000
Replies: 13
Views: 11504

Re: Super spliters 3000

Tested with my current setup (i did grab inserter stack bonuses cause the red inserter is slow to move from the left box to the right) 21 stacks of iron and copper -> 349,349:352,352:349,349 made it 7 input chests instead of 3 per side (holy backups batman!) final result -> 350,349:353,350:350,348 ...

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