Search found 42 matches

by rain9441
Mon Jan 11, 2021 6:57 pm
Forum: Ideas and Suggestions
Topic: Smart item picker when drag-building certain entities over ghosts
Replies: 1
Views: 577

Smart item picker when drag-building certain entities over ghosts

When building a ghosted blueprint, players are often times switching between items by hitting Q (Pipette tool) and clicking. When the player is building belts, splitters, and/or transport belts **and** the player is dragging via the mouse (So they did not click the tile), automatically match what is...
by rain9441
Mon Jan 11, 2021 6:48 pm
Forum: Ideas and Suggestions
Topic: Disallow power poles to be automatically placed over ghosts
Replies: 15
Views: 3271

Disallow power poles to be automatically placed over ghosts

This is a simple suggestion that I would like to propose, but am unsure about. On one hand, I am sometimes annoyed when I am dragging power poles and they are placed over a ghost in the blueprint, destroying it. On the other hand, I'm unsure how this behavior would feel if it were changed. My propos...
by rain9441
Mon Jan 11, 2021 6:07 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
Replies: 5
Views: 1436

Re: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either

I did a little bit of testing and believe this issue may be due to power pole dragging logic in regards to "when to place to make sure a building is powered." It seems as though entities that are ghosts are always treated as "not connected" when dragging power poles, even if they...
by rain9441
Sun Jan 10, 2021 3:30 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item
Replies: 5
Views: 2790

Re: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item

I beg you to reconsider. I created a new technique in speedrunning where I rapidly use hotkeys to change from power poles to other entities (miners, pipes, inserters, and so on). In 1.1.8, the behavior was changed in such a way that it makes it very likely that the entity placed after the pole is mi...
by rain9441
Fri Jan 08, 2021 2:53 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item
Replies: 5
Views: 2790

[kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item

When dragging power poles, it is possible to press a key to change which item you are placing without letting go of the mouse button. In 1.1.6, the new item would be placed immediately. In 1.1.8, the item is not placed, and instead will only place when the mouse moves over another tile. https://www....
by rain9441
Sun Sep 06, 2020 5:59 pm
Forum: Implemented Suggestions
Topic: Custom Blueprint Absolute Reference Point Anchor
Replies: 2
Views: 1372

Custom Blueprint Absolute Reference Point Anchor

I am attempting to create blueprints that are aligned to the global grid. While doing so, I have two separate systems that I want to have a global grid alignment system for. One is for trains, the other is for belts. I'd like to use blueprints that are similar sized, but whose anchor offset differ. ...
by rain9441
Sun Feb 23, 2020 3:14 pm
Forum: General discussion
Topic: Unable to use EACH in combinators on RHS?
Replies: 2
Views: 986

Re: Unable to use EACH in combinators on RHS?

No, you cannot do EACH ^ -1, it is always 0.
by rain9441
Sun Feb 23, 2020 6:21 am
Forum: General discussion
Topic: Unable to use EACH in combinators on RHS?
Replies: 2
Views: 986

Unable to use EACH in combinators on RHS?

Does anyone know why we cannot use EACH on the RHS of a combinator setting? I want to do: Input: 1024 / EACH Output: EACH I am unable to select EACH on the RHS, therefor I am unable to divide by each. For +, *, AND, OR, and XOR it's not an issue. For - it is mildly annoying. For /, %, ^, <<, and >>,...
by rain9441
Sun Aug 18, 2019 12:09 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.66] Adding a rail signal causes waypoint stops to malfunction
Replies: 3
Views: 2911

[kovarex] [0.17.66] Adding a rail signal causes waypoint stops to malfunction

I'm using waypoint stops pretty extensively on a map. Waypoint stops are train destinations that have no wait condition - the train simply drives past it. As of one of the most recent patches, my trains have randomly been stopping at the waypoint stops and no-pathing. I did some testing and found th...
by rain9441
Sun Jun 09, 2019 1:58 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007387

Re: [0.17] Sea Block Pack 0.3.5

Hey Trainwreck - I was wondering if there were any plans to update the seablock mod pack again in the near future. With all the rapid changes to the bioprocessing and other areas related to the early game power situation I was holding off on my next seablock playthrough to see if things were going t...
by rain9441
Tue May 14, 2019 5:08 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.38] Copy / Paste / Pipette puts blueprints in inventory
Replies: 1
Views: 1737

[Twinsen][0.17.38] Copy / Paste / Pipette puts blueprints in inventory

I've been playing vanilla for awhile and have been noticing that after copying and pasting blueprints I often have an assortment of blueprints placed in my inventory. My keybindings are highly customized. I wasn't able to find anyone else who could reproduce the issue so it definitely has something ...
by rain9441
Mon Apr 22, 2019 3:22 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007387

Re: [0.17] Sea Block Pack 0.3.3

Rocket boosters were used by Zulan in 0.15 in his seablock play through. They have an incredible power output for a small footprint of structures. To make 100MW of power from farms, arboretums, green algae, etc, you need somewhere in the vicinity of 100+ structures placed (not counting inserters or ...
by rain9441
Mon Apr 22, 2019 1:51 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007387

Re: [0.17] Sea Block Pack 0.3.3

RE: Mrvn First of all, that is a fantastic build for energy neutral geodes. I don't mean to argue about the power discussion here so I hope you don't take this as an argument. I'd like to try and highlight the power requirement differences between the different stages of the game though. Early, Mid,...
by rain9441
Tue Apr 16, 2019 12:03 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007387

Re: [0.17] Sea Block Pack 0.3.3

I'd also like to recommend the power situation be looked at with a little bit more scrutiny. The (inadvertant?) changes to charcoal give green algae more power which (IMO) is a nice addition as the old system. The 0.16 green algae was very much a joyless grind for typical players. It still has the c...
by rain9441
Mon Mar 25, 2019 4:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.17] PvP Scenario issues
Replies: 5
Views: 2497

Re: [0.17.17] PvP Scenario issues

Thanks Klonan, that is the exact issue that we found with the algorithm. That covers issue! For what its worth, we did check out the prices after the change and did find a lot of differences. I believe oil refining ended up being a net negative across the board now. Oil and Uranium processing both h...
by rain9441
Sun Mar 24, 2019 10:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.17] PvP Scenario issues
Replies: 5
Views: 2497

[0.17.17] PvP Scenario issues

The following items are issues related to the PvP scenario. These items only apply when selecting New Scenario -> PvP. #1: The starting tech does not apply team bonuses correctly. If you start with Red and Green tech unlocked, it will not have any inserter capacity bonuses nor mining productivity bo...
by rain9441
Sun Mar 24, 2019 2:52 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007387

Re: [0.16] Sea Block Pack 0.2.17

Upgrading from 0.16 to 0.17 is fine. There are only a few changes to recipes that can easily be adjusted. Even with the inserter overhaul it isn't bad. You even get the old silicon recipe as is for whatever casting machines had it setup - just don't change them because once you change them you can't...
by rain9441
Tue Mar 19, 2019 4:28 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007387

Re: [0.16] Sea Block Pack 0.2.17

I was able to load end-game post space-x save from 0.16 in 0.17. Looks like inserter overhaul and belt overhaul mod settings are checked which makes all of the inserters/belts have different recipes. Unsure if intended. The fuel value of charcoal, as others have pointed out, is possibly twice as muc...
by rain9441
Fri Mar 01, 2019 8:26 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007387

Re: [0.16] Sea Block Pack 0.2.17

Thanks Trainwreck. I am happy to help test Seablock during the first releases. Are you on discord at all or want to drop by any of the seablock related discords? Would you be interested in feedback on balance for the 0.17 release? I am a pretty big Seablock guy this past year and have some things th...

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