Search found 120 matches

by SuicideJunkie
Thu Aug 01, 2019 3:59 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 158878

Re: Friday Facts #305 - The Oil Changes

I've read through the thread just now, and there are still some things I don't understand: 1) Why do the devs feel that using Advanced oil processing in your refinery intended to be REQUIRED to launch a rocket? Electric smelters aren't under that same opinion, but are the same type of efficiency up...
by SuicideJunkie
Thu Aug 01, 2019 3:38 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 158878

Re: Friday Facts #305 - The Oil Changes

I've read through the thread just now, and there are still some things I don't understand: 1) Why do the devs feel that using Advanced oil processing in your refinery intended to be REQUIRED to launch a rocket? Electric smelters aren't under that same opinion, but are the same type of efficiency upg...
by SuicideJunkie
Wed Jul 10, 2019 9:53 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 14128

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

That is not how evolution factor works; it is a simple number that mods/scripts can modify. Any mod can increase it or decrease it at will, as well as change the values the base game uses to manipulate it (ie change how much is added or subtracted based on certain events), which NVDay does. The ori...
by SuicideJunkie
Tue Jul 09, 2019 12:39 am
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 15981

Re: Removing fluid temperature - thoughts?

Personally, I like the idea of mixing fluids. I was running a setup that had 165Β° steam from solar boilers with a nuclear backup that would feed in 500Β° steam when the storage dropped too much, and feed in excess from the coolant cooling towers constantly. But I also had a system that would pump dif...
by SuicideJunkie
Sat Jun 29, 2019 2:06 pm
Forum: Ideas and Suggestions
Topic: Remove health bar status for rocks
Replies: 11
Views: 1381

Re: Remove health bar status for rocks

It might just be a mod I'm using, but don't living trees slowly regenerate health so the bar goes away over time? I do end up having to clear the rocks away, but there are a lot fewer of them. It would probably also be more realistic if the rocks had some armor so that low speed collisions don't cau...
by SuicideJunkie
Sat Jun 29, 2019 1:48 pm
Forum: Ideas and Suggestions
Topic: Ctrl+Middle mouse click on chest/container
Replies: 9
Views: 983

Re: change how the game proceed Ctrl+right click on chest/container

This behaviour is quite useful since boxes don't have filters, but as long as you don't take the last item in a slot, it is effectively filtered.
by SuicideJunkie
Thu Jun 20, 2019 4:49 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 36258

Re: Personal robots prioritizing nearest first

Suicide Junkie: so instead of one list you propose several lists and you do several times as much work, I'm not saying this is unfeasible but it's still more work and more bugs to track and there are conflicts, is the way you'd sort your build order the same as mine, I mean if I'm deconstructing th...
by SuicideJunkie
Thu Jun 20, 2019 3:56 am
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 25
Views: 5582

Re: Beacon on/off via circuit network

I'm mostly fine with them as-is. Having a logic toggle for the beacon which disables the effect propagation and energy consumption, but leaves the drain draw would be almost pointless IMO, since the drain is half the draw. The thing that bugs me is the startup and shutdown lag of the beacons when us...
by SuicideJunkie
Mon Jun 17, 2019 4:38 am
Forum: Frequently Suggested / Link Collections
Topic: Improved Vehicle Control
Replies: 9
Views: 4672

Re: Improved Vehicle Control

Biasing the camera towards the direction of travel might be good too,along with the zoom out.
The faster you go, the less you care about stuff you've left in your dust and the more you care about the stuff coming up in front.
by SuicideJunkie
Thu May 23, 2019 3:48 am
Forum: General discussion
Topic: Comprehensive power management
Replies: 32
Views: 5805

Re: Comprehensive power management

I used it for oil processing under Nauvis day to keep the pollution down; bursty power to get an efficiency + speed combo for minimum pollution per product, with solar input. Also for my over-unity rocket fuel production. That needs 7x speed + 4x productivity, but turns 100GJ of SF into ~115GJ of RF...
by SuicideJunkie
Tue May 21, 2019 12:04 am
Forum: General discussion
Topic: Comprehensive power management
Replies: 32
Views: 5805

Re: Comprehensive power management

I set up some circuit logic to store a buffer of 6 steam level readings, and use that to get a MW draw value directly off an individual nuclear plant. There is also a steam lock, where I pump a tank to 100% full, then toggle the pumps over to pumping it into the main storage buffer. At the moment it...
by SuicideJunkie
Mon May 20, 2019 10:21 pm
Forum: General discussion
Topic: Why i will never play 0.17
Replies: 45
Views: 14245

Re: Why i will never play 0.17

Only having 5 hotbar slots instead of 10 takes some getting used to.

I end up having to use the main inventory a lot since I havent organized things yet.
(Everything other than inserter, belt, power pole, underground & splitter)
by SuicideJunkie
Tue May 14, 2019 9:37 pm
Forum: Bob's mods
Topic: Uses for pollution producing modules?
Replies: 9
Views: 2320

Re: Uses for pollution producing modules?

that's actually a good idea. though modules can only be a multiplier, you can't have a module transform a negative pollution into positive. currently though, the greenhouse produces no pollution at all. While it can't be an inverter due to the -80% hard cap, we wouldn't need that. I meant that if g...
by SuicideJunkie
Tue May 14, 2019 5:18 am
Forum: Bob's mods
Topic: Uses for pollution producing modules?
Replies: 9
Views: 2320

Re: Uses for pollution producing modules?

They could be useful in a beacon if greenhouses were set to produce negative (ie absorb) pollution when running. Even a small pollution removal rate could be jacked up by 1000% with the pollution modules. Perhaps they could amplify the effects of others when combined? Speed and productivity could be...
by SuicideJunkie
Sun Apr 14, 2019 4:28 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 23080

Re: Friday Facts #290 - Rail building changes & High-res icons

I for one use the rail planner mainly for obstacle avoidance, and secondarily to make connections between existing pieces of track.

When going to shred through the environment and replace all with the factory, blueprints are the way to go.
by SuicideJunkie
Mon Mar 11, 2019 11:07 pm
Forum: Ideas and Suggestions
Topic: Allow negative evolution values
Replies: 10
Views: 2005

Re: Allowing negative numbers for Evolution factors

For reference, the links dig down to getting a nice cooldown with:

Code: Select all

/c game.map_settings.enemy_evolution.time_factor = -0.000001
(also .pollution_factor and .destroyfactor)
by SuicideJunkie
Mon Mar 11, 2019 10:41 pm
Forum: Ideas and Suggestions
Topic: Artillery Auto-fire Toggle
Replies: 13
Views: 9346

Re: Artillery Auto-fire Toggle

This should apply equally to regular and laser turrets. And be controllable by the circuit network. Circuit logic could switch between bullets and lasers depending on your ammo storage and capacitor levels for example. And then only autofire the artillery when both types of guns are charged and load...
by SuicideJunkie
Mon Mar 11, 2019 10:32 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Show inserter speed in tooltip
Replies: 8
Views: 1738

Re: [0.17.4] Show inserter speed in tooltip

I would suggest listing the box-to-box speed.
It may be higher or lower depending on where the parts are on the belt and how far it has to swing, but B2B is going to be consistent and measurable.
by SuicideJunkie
Mon Mar 11, 2019 4:50 am
Forum: Ideas and Suggestions
Topic: Auto research queue
Replies: 27
Views: 5722

Re: Research

Haybale wrote: ↑
Mon Mar 11, 2019 12:54 am
When having to do multiple researches wich are not unlocked yet, right click in the Technology Tree to add them to the queue when possible
IE: Queue up the dependencies when you click to start research on an unavailable tech area?
That would be great.
by SuicideJunkie
Sun Mar 10, 2019 9:24 pm
Forum: Ideas and Suggestions
Topic: Allow negative evolution values
Replies: 10
Views: 2005

Re: Allowing negative numbers for Evolution factors

I did try searching for negative evolution but nothing came up. I'm not sure what I did wrong there, but thanks.
I'm not concerned with achievements and have never used the /evolution command, so that works for me.

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