Search found 219 matches

by wvlad
Wed Feb 14, 2018 7:08 pm
Forum: Not a bug
Topic: Stucked inserter activates when no wire signal
Replies: 5
Views: 2946

Re: Stucked inserter activates when no wire signal

Then it can be implemented like this: when turning off an inserter attempts to finish its swing right now and if it's not possible to do (no space or no container) then it becomes disabled (no waiting for container). With this you can still use pulse signals to activate inserters but it doesn't lead ...
by wvlad
Wed Feb 14, 2018 6:18 pm
Forum: Not a bug
Topic: Stucked inserter activates when no wire signal
Replies: 5
Views: 2946

Re: Stucked inserter activates when no wire signal

I thought "off" means "off", not "off + last swing".
by wvlad
Wed Feb 14, 2018 4:48 pm
Forum: Not a bug
Topic: Stucked inserter activates when no wire signal
Replies: 5
Views: 2946

Stucked inserter activates when no wire signal

I assume steps are something like:
1. Put an inserter that activates on wire condition and a chest with items behind
2. Place a cargo wagon at the front
3. Turn on the wire signal to activate the inserter
4. Turn off wire signal, remove cargo wagon - try this or an opposite order to make some of ...
by wvlad
Wed Feb 14, 2018 2:27 am
Forum: Resolved Problems and Bugs
Topic: Lua Docs Inventory.getbar - misleading description
Replies: 1
Views: 2932

Lua Docs Inventory.getbar - misleading description

Assuming indexes in lua start from 1.

getbar() → uint
Get the current bar. This is the index at which the red area starts.

When I called setbar(1) it set 1 slot free and others locked. Which means that when I call getbar() it will return 1 but red area will actually start from index 2. So ...
by wvlad
Wed Feb 14, 2018 2:22 am
Forum: Logistic Train Network
Topic: Suggestion: set slot filters to expected item
Replies: 1
Views: 1527

Suggestion: set slot filters to expected item

Now it's recommended to use filter inserters but why bother if the mod can set wagon filter slots so noone can insert anything wrong?

This way even if a filter inserter stucks with a wrong item in its hand it won't put that item in a wagon like it happened to me. (Yes, I know about the "Locked ...
by wvlad
Tue Feb 13, 2018 10:56 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 518622

Re: [MOD 0.13.17+] Rampant - 0.16.20

Hi, I have another suggestion. The artillery is supposed to deal one shot kill damage to biter spawners so if you buff their hit points (with the new enemies feature) there should be an option to buff artillery.
by wvlad
Tue Feb 13, 2018 8:53 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 288867

Re: [MOD 0.16] Upgrade planner

Hi, thanks for the mod. Can you make an option for normal mode to work only inside player reach range and all entities outside upgrade using robots?
by wvlad
Tue Feb 13, 2018 5:09 pm
Forum: Ideas and Suggestions
Topic: Transferring tasks between normal and personal roboport
Replies: 8
Views: 4158

Re: Transferring tasks between normal and personal roboport

The solution may be under a personal preference but the current state where you have to wait long times to build blueprints is not preferable for anyone :?
Especially when it's just a cut&paste operation.
by wvlad
Tue Feb 13, 2018 11:58 am
Forum: Ideas and Suggestions
Topic: Transferring tasks between normal and personal roboport
Replies: 8
Views: 4158

Re: Transfering tasks between normal and personal roboport

The bot network does not know the difference between personal and stationary roboports.
This is not a mod request. The devs can make it know.

And personally more ofthen than not i'd much rather have the opposite. If it can be build from stationary then don't waste my time on it.
1. I suggested ...
by wvlad
Tue Feb 13, 2018 11:12 am
Forum: Ideas and Suggestions
Topic: Transferring tasks between normal and personal roboport
Replies: 8
Views: 4158

Transferring tasks between normal and personal roboport

TL;DR
When a construction task exists it should be completed by personal roboport robots when player approaches.

What ?
Construction tasks should be automatically transferred between personal and normal roboport.

If a construction task is scheduled to a normal roboport robot when player ...
by wvlad
Sun Feb 11, 2018 12:39 pm
Forum: News
Topic: Friday Facts #229 - Taiwan report & Lamp staggering
Replies: 45
Views: 32587

Re: Friday Facts #229 - Taiwan report & Lamp staggering

Lamps are... just lamps (I never even noticed that they don't turn on at the same time) and laser turret graphics is great but not important at all.
Instead I would like to hear any news about the belt compression issue.
by wvlad
Sat Feb 10, 2018 8:03 am
Forum: Resolved Problems and Bugs
Topic: [0.16.26] Negative energy consumption, accumulators not used
Replies: 9
Views: 7120

Re: [0.16.22] Negative energy consumption, accumulators not used

Sorry, I can't reproduce it now either. It's possible that it was caused by some kind of memory corruption and fixed itself after restart.
by wvlad
Fri Feb 09, 2018 9:38 am
Forum: Ideas and Suggestions
Topic: Separate logistics network warnings
Replies: 0
Views: 944

Separate logistics network warnings

TL;DR
In tooltip show missing items separately per network.

What ?
Now all missing items are shown together. Split them by network or at least show a player personal network separately.

Why ?
Sometimes items are missing because I planned a construction "for future" somewhere far away ...
by wvlad
Thu Feb 08, 2018 11:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.26] Negative energy consumption, accumulators not used
Replies: 9
Views: 7120

Re: [0.16.22] Negative energy consumption, accumulators not used

I mean that red bar on screenshot going left. Something is really broken there.
by wvlad
Thu Feb 08, 2018 2:14 pm
Forum: Gameplay Help
Topic: Testing nuclear reactors ratios and layouts in 0.16
Replies: 12
Views: 10271

Re: Testing nuclear reactors ratios in 0.16

*Updated
Ok, so the theoretical calculations are really bellow what you can do. I tested the same design in bigger scale. There you have to use 11-12 exchangers in a row and less corners but still necessary:
https://www.dropbox.com/s/avhiqbaa7949kt1/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82 ...
by wvlad
Thu Feb 08, 2018 1:39 pm
Forum: Gameplay Help
Topic: Testing nuclear reactors ratios and layouts in 0.16
Replies: 12
Views: 10271

Re: Testing nuclear reactors ratios in 0.16

*Updated

I'm curious now what reactor temperature is considered good. With 272 exchangers it's on 980 C (previous screenshot) but if I connect more (at the top and bottom) it cools to 700 and some distant exchangers stop working. The maximum count of working exchangers is then 280.

So is it better ...
by wvlad
Thu Feb 08, 2018 12:50 pm
Forum: Gameplay Help
Topic: Testing nuclear reactors ratios and layouts in 0.16
Replies: 12
Views: 10271

Re: Testing nuclear reactors ratios in 0.16

The heat pipes are the problem. The heat gets bottled up in your setup and only a fraction reaches your heat exchangers.
Then they would not heat to 500 C. My tests show that they actually would at that distance.
by wvlad
Thu Feb 08, 2018 12:47 pm
Forum: Gameplay Help
Topic: Testing nuclear reactors ratios and layouts in 0.16
Replies: 12
Views: 10271

Re: Testing nuclear reactors ratios in 0.16

I like your idea of using two sides of a heat pipe. Since the row is less or equal to 12 it makes possible to put turbines just at the same row instead of limiting reactors count to 24 (2x12) and putting turbines at sides. This design works exactly as it was theoretically calculated.
https://www ...

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