Search found 35 matches

by BaggyK
Mon Jul 01, 2019 2:31 pm
Forum: Gameplay Help
Topic: Combinators: Negative output of a chest (subtraction to all incoming signals)
Replies: 1
Views: 1668

Re: Combinators: Negative output of a chest (subtraction to all incoming signals)

I have a chest and I would like that all its content have an output with the inverted values or a way to subtract to all incoming signals (negative) Having a combinator for each item is not a choice because the content that flows in that chest is so random. Is there any way? This is the idea: https...
by BaggyK
Thu Jun 27, 2019 8:34 am
Forum: Ideas and Suggestions
Topic: Remove health bar status for rocks
Replies: 11
Views: 2789

Re: Remove health bar status for rocks

How about, rather than either always showing or not showing the health bars, why not only show the health bar if the rock has been damaged recently?
by BaggyK
Sat May 25, 2019 9:47 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27664

Re: Friday Facts #296 - All kinds of bugs

NPE = Null Pointer Exception. In Java (and other Java Virtual Machine languages like Groovy, Scala, and Kotlin), there is a NullPointerException that is thrown when the object is null and you are trying to access a value/property or call a function on it. In C# (and other languages that run on the ...
by BaggyK
Thu Apr 25, 2019 8:51 pm
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 6107

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

If you're set on using filtered slots, you could fill the train by stopping at multiple different stations, each loading up to 12 items, before taking things where they need to go. You can have up to 24 chests feeding a single cargo wagon. To do going from the wagon outwards you put down two row of...
by BaggyK
Fri Apr 19, 2019 9:01 pm
Forum: Ideas and Suggestions
Topic: A tweak to improve constant combinator switching/power behavior
Replies: 3
Views: 1227

Re: A tweak to improve constant combinator switching/power behavior

Xycor, This reply is in response to what you are trying to do rather than your suggestion. You can read the logistics contents from a roboport, if you connect a wire to the roboport, you can then select read logistics. Then use a decider combinator, set up to output A = 1, if power switches > 10. Th...
by BaggyK
Thu Apr 18, 2019 11:46 am
Forum: Gameplay Help
Topic: Copy inventory filter settings?
Replies: 2
Views: 3194

Re: Copy inventory filter settings?

The standard Shift-Right click and then Shift-Left click will work between filterable inventory slots as long as the slots are empty. If a slot has something in it middle clicking will set the filter to be the same as the slot currently contains. Once you have set one whole carriage, you can use Shi...
by BaggyK
Sun Apr 14, 2019 8:58 pm
Forum: General discussion
Topic: Deconstruction Planner and Other 0.17 Feedback
Replies: 14
Views: 5309

Re: Deconstruction Planner and Other 0.17 Feedback

I am still not happy with how the Deconstruction Planner interfaces with the Tool Bar though. Mainly because you can't set filters to the Deconstruction Planner shortcut on the Menu Bar. This forces you to keep a copy of the Deconstruction Planner in inventory anyway. Yes you can, If you create a n...
by BaggyK
Wed Apr 10, 2019 10:33 am
Forum: Gameplay Help
Topic: Defence design help
Replies: 9
Views: 3211

Re: Defence design help

No advice on usage of flamethrower turrets. Have a gap between walls and turrets, I generally leave 3 or 4 squares space between them just to be safe. For laser turrets use sub-stations for power if possible and have them placed further back then the turrets so they will not be damaged by any splash...
by BaggyK
Mon Apr 08, 2019 1:43 pm
Forum: Gameplay Help
Topic: Option to include entities / tiles / trains / station names in copy&paste
Replies: 9
Views: 2338

Re: Option to include entities / tiles / trains / station names in copy&paste

Hold down shift when selecting the area to cut or copy. This will then allow editing of the copy selection as if it was a blueprint which includes allowing entities/times/trains/station names if appropriate.
by BaggyK
Mon Apr 08, 2019 8:32 am
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 6381

Re: Old chem plant setup...fixable?

In situations like this, I just delete the pipes and relay them. Just like I used to do when fluids mixed, only now I am 100% sure I won't screw it up and remix them. I would change that to delete the pipes, change the recipes and then relay the pipes. Due to how detecting the mixing is done, chang...
by BaggyK
Tue Apr 02, 2019 1:18 pm
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 23
Views: 8965

Re: Temporary Stations = Manual train mode

I would agree, with a slight expansion. If the train is in automatic when an temporary station is added, the condition should depend on if a passenger is present. If a passenger is present the condition should be no passenger present. If no passenger is present the condition should be passenger pres...
by BaggyK
Tue Apr 02, 2019 1:08 pm
Forum: Gameplay Help
Topic: Effect Transmission Manufacturing
Replies: 8
Views: 2427

Re: Effect Transmission Manufacturing

The beacon is there for me, I am also running 0.17.23.
by BaggyK
Mon Mar 25, 2019 11:10 am
Forum: Ideas and Suggestions
Topic: Reset Train Stop name when copy pasting, similar to Blueprints
Replies: 5
Views: 1904

Re: Reset Train Stop name when copy pasting, similar to Blueprints

Hold shift down when copying, it will then allow you to edit the copy as if it was a blueprint, and default to not copying the station name.
by BaggyK
Sun Mar 10, 2019 3:56 pm
Forum: Gameplay Help
Topic: How to use upgrade planner?
Replies: 9
Views: 3137

Re: How to use upgrade planner?

If you want to keep a upgrade planner you will need to place it in your inventory, pick it up and drop it using q.
by BaggyK
Fri Mar 01, 2019 12:25 pm
Forum: Gameplay Help
Topic: Logistics default stack size, where is it?
Replies: 3
Views: 1508

Re: Logistics default stack size, where is it?

It under Options/Interface Settings and then it is the top most item under the heading of Interaction at the bottom right of the window.

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