Search found 2416 matches

by BlueTemplar
Thu Sep 15, 2022 11:23 pm
Forum: Gameplay Help
Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Replies: 30
Views: 7659

Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)

Wait, are you saying that even entities outside of conbot repair range matter for this ?! What's the reason for doing it like this ? (Personal roboport moving *in* range at any moment ?) Yet again, the issue is not with a lack of robots or repair packs *inside* the «network» (the main base one, and ...
by BlueTemplar
Thu Sep 15, 2022 12:54 pm
Forum: Gameplay Help
Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Replies: 30
Views: 7659

Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)

Right, because there no such thing as a construction network, only a logistic network, and roboports are linked according to them ? (Also, there would be no (not-)«network» overlap here anyway, since only my personal conbots are in range.) I don't really see why this would be an issue here (I also h...
by BlueTemplar
Wed Sep 14, 2022 8:39 pm
Forum: Gameplay Help
Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Replies: 30
Views: 7659

Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)

Nope, that's not it. I have a very limited amount of conbots in my base anyway, as the mk1 pyconbots die very quickly and EN MASSE to up to x2 damage flame turrets, so there's typically under 100 of them at any given time, spread over a quite large area. So I also hardly use them to build, preferrin...
by BlueTemplar
Mon Sep 12, 2022 4:00 pm
Forum: Gameplay Help
Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Replies: 30
Views: 7659

Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)

Is this issue so rare ?!?

P.S.: Or is it because I'm walking too fast, so the game thinks I'm a vehicle (and deploys «bot-saving» measures) ?
(Though this also happens in places where there are no tiles, and I'm frequently stopping too...)
by BlueTemplar
Mon Sep 12, 2022 3:57 pm
Forum: PyMods
Topic: A New Discipline in the Factoriolympics
Replies: 0
Views: 767

A New Discipline in the Factoriolympics

Wall-jumping !
(with sound on click)
by BlueTemplar
Sat Sep 10, 2022 9:54 am
Forum: Gameplay Help
Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Replies: 30
Views: 7659

Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)

I have a similar issue, except not only for vehicles, but even for walls ! It just feels like the personal conbots randomly take their time to repair entities (while dead entity replacement is very quickly acted upon). Just now I've seen all of the 20/50 bots that I have available fail to all come o...
by BlueTemplar
Fri Sep 02, 2022 12:25 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152103

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Pyanodons Alien Life 's moondrop-seeds for some reason trigger the Recipe selector (and the relatively slow «Wait list build») even though there's only one recipe ? I'm guessing that it's somehow related to how they make (and take) two distinct sets of items (one fixed, one random) ? (Not sure, may...
by BlueTemplar
Thu Aug 25, 2022 2:07 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152103

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

When pasting one production block inside another, the recipes are added in-between each other. It seems that it would be better if they were added at the end ? (Also, ideally, there would be a difference in icons between copy/pasting a production line and a production block ...) P.S.: It would also ...
by BlueTemplar
Tue Aug 23, 2022 10:03 pm
Forum: Fixed for 2.0
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 10
Views: 2241

Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output

Yes, this would be less about the physics than making something that is in-game-logic-consistent. Since having only one of the fluids have exclusive «control» over what the actual heat capacity of the conversion from one to the other would leave the other fluid «wanting», and there is no in-game def...
by BlueTemplar
Tue Aug 23, 2022 3:39 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 431225

Re: pY Raw Ores Discussion

Right, it's more worthy of a megamine I guess...
by BlueTemplar
Tue Aug 23, 2022 3:36 pm
Forum: Fixed for 2.0
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 10
Views: 2241

Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output

The way it should work is to still have a phase change temperature (even maybe if you still cannot mix water and steam any more) : before that temperature it's the heat capacity of water that would be used, after that - the one of steam But perhaps this is too problematic to implement now ? The nex...
by BlueTemplar
Tue Aug 23, 2022 1:58 pm
Forum: Fixed for 2.0
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 10
Views: 2241

Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output

First off, there's another bug (or maybe naming issue) : heat capacity is energy per temperature, so it should be heat_capacity = "1KJ/°C" or at least heat_capacity_per_°C = "1KJ" Second, it was more consistent when steam was just 100+°C water (before 0.15ish). The way it should ...
by BlueTemplar
Tue Aug 23, 2022 1:33 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 431225

Re: pY Raw Ores Discussion

i have no idea what an "archer" is. But anyway....today we finished the uranium drill, used to extract uranium from ore patches. https://i.imgur.com/7jmWpm8.gif Oh, what happened to this one, it looks awesome ! Why do we still use regular drills for uranium ? For better compatibility with...
by BlueTemplar
Mon Aug 22, 2022 11:08 am
Forum: Mods
Topic: [MOD 0.16] Picker Pipe Tools
Replies: 3
Views: 1658

Re: [MOD 0.16] Picker Pipe Tools

I would need some help please to fix the clamp failure that happens with non-straight pipes :
clamp_failure.png
clamp_failure.png (99.85 KiB) Viewed 1125 times
AFAIK this is a functionality that broke with the transition from 0.16 to 0.17 and I suspect involves the difference between position and positions in pipe connections ?
by BlueTemplar
Fri Aug 19, 2022 7:34 pm
Forum: Ideas and Suggestions
Topic: Technology Screen Should (Usually) Preserve its State
Replies: 3
Views: 838

Re: Technology Screen Should (Usually) Preserve its State

I am unsure of whether this is similar enough ? Do as you see fit.

(Though probably the suggestions about the electric network info screens preserving their state should be merged first in that one ?)
by BlueTemplar
Thu Aug 18, 2022 10:56 am
Forum: PyMods
Topic: pY Pollution & Energy (Unofficial)
Replies: 33
Views: 16424

Re: pY Pollution & Energy (Unofficial)

I found quite the depolluter ! pYAL_ralesia_mk2_prodmodded_depollution.png Compare with : pYAL_CO2_Absorber.png (Seems to be much cheaper to operate too, but then there's a lot of other options like that, see the sap trees I'm also using...) P.S.: Never mind, forgot about the power usage : the CO2 A...
by BlueTemplar
Thu Aug 18, 2022 9:57 am
Forum: Ideas and Suggestions
Topic: Technology Screen Should (Usually) Preserve its State
Replies: 3
Views: 838

Technology Screen Should (Usually) Preserve its State

TL;DR The Technology Screen should (usually) remember what it was showing upon closing and then reopening it. What ? The Technology Screen should, unless a new tech has been discovered , remember its state when closed/opened: - selected tech - typed in search - the position of the 3 scroll bars - I...
by BlueTemplar
Thu Aug 18, 2022 9:13 am
Forum: Ideas and Suggestions
Topic: Production tab: persist selected timespan
Replies: 17
Views: 4184

Re: Production tab: persist selected timespan

Yes, please ! The production tab should remember all settings, including the tab you were on. A global Reset button might be needed too then. (I'm mostly using it to check trees damaged by pollution .) ---- Meanwhile, some mod alternatives : Production Statistics Monitor HUD Pin Items/Fluids to HUD ...
by BlueTemplar
Thu Aug 18, 2022 9:04 am
Forum: Modding interface requests
Topic: Allow event for a tree being damaged by pollution
Replies: 1
Views: 788

Re: Allow event for a tree being damaged by pollution

Yes, please - I would like that,
instead of being forced to regularly check the Production => pollution tab-
(which doesn't remember the settings when closed)
-to have a warning sound when «Pollution absorbed by damaging trees» is different from 0.
by BlueTemplar
Mon Aug 15, 2022 4:26 pm
Forum: General discussion
Topic: Alt-F4 #63 - Dana Dev Blog: Spaghetti Recipe Graphs
Replies: 1
Views: 1532

Re: Alt-F4 #63 - Dana Dev Blog: Spaghetti Recipe Graphs

Nice and understandable ! :lol:
Dana_pYAL.png
Dana_pYAL.png (631.98 KiB) Viewed 1348 times
Joking, I'm impressed that the game didn't even crash ! :D
(Though it did take 5 minutes before the graph showed up.)

Here's a more readable fraction of it :
Dana_pYAL-circuits2-depth3.png
Dana_pYAL-circuits2-depth3.png (461.11 KiB) Viewed 1348 times

Go to advanced search