Search found 432 matches

by foamy
Wed Dec 23, 2020 1:21 am
Forum: Ideas and Suggestions
Topic: Belt building alternative to the 1.1 forced straight line fix
Replies: 7
Views: 2058

Re: Belt building alternative to the 1.1 forced straight line fix

I know a lot of people have said they are having issues with this, but I personally have stopped really noticing it. It I want to place many belts in a row, I just copy-paste. It can be annoying. I already had saved blueprints for 4-wide belts & 4-wide turns, though, so I've dodged a lot of it.
by foamy
Mon Dec 21, 2020 9:25 am
Forum: Gameplay Help
Topic: Power satisfaction bug?
Replies: 4
Views: 2090

Re: Power satisfaction bug?

I wonder -- maybe it's because the beacons are trying to make up their entire power pool at once, and so are trying to draw more than their rated fixed power? I dynamically turn off beaconed sections of my plant via switch, and one of the things I've noticed in the power graphs is that, when a secti...
by foamy
Mon Dec 21, 2020 9:18 am
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 16423

Re: Redo functionality

ssilk wrote:
Mon Dec 21, 2020 4:52 am
Redo doesn’t help you with that problem. Helpful for this is something, which shows you what you have undone (and what might be next).
Yeah it does, because you can just hit *redo* until you get back to where you were expecting.


A redo stack would be superb and I've wanted it plenty of times.
by foamy
Mon Dec 21, 2020 9:16 am
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 10932

Re: Come up with new infinite research

I'd like a. Either replacing 'Follower robot count' with something that makes those follower robots more useful, or removing follow robots from the game entirely. The Spidertron does everything they do, better, and they're a massive UI pain to do en-masse. Swap the infinite research to strengthening...
by foamy
Mon Dec 21, 2020 8:12 am
Forum: Balancing
Topic: Inserter power usage (aka don't use fast inserters)
Replies: 16
Views: 7125

Re: Inserter power usage (aka don't use fast inserters)

Foamy, that’s actually a great idea, I’ve never thought about that. Feed boiler area with high speed belts to increase quantity of boilers but break off to small yellow belt sections to feed burner or regular inserters so they can grab it. It seems so obvious now that I type it out... ;) I just alw...
by foamy
Sun Dec 20, 2020 12:23 am
Forum: Balancing
Topic: [1.1.5] slow stickers - player and spidertron
Replies: 20
Views: 8361

Re: [1.1.5] slow stickers - player and spidertron

Yeah. The slow effect coupled with the DoT is absolutely brutal . The player can (sort of) deal with it because a player with MkII armour and the correct mods is a hepped up jackrabbit with a pocket nuke launcher, but with things like the car, tank, and spidertron they're all much more ponderous and...
by foamy
Sat Dec 19, 2020 10:48 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: GC "The Fish": Compact tileable beaconed belt-based green circuits
Replies: 4
Views: 9206

Re: GC "The Fish": Compact tileable beaconed belt-based green circuits

Very cool. I'll try this out sometime soon. I was building something like this, but this is much better. Have you measured it for "in use %". Ie, how often are the the assemblers waiting on input / output? Are there ever any gaps in the compressed belts? Also, are the medium electric pole...
by foamy
Sat Dec 19, 2020 10:51 am
Forum: Balancing
Topic: Inserter power usage (aka don't use fast inserters)
Replies: 16
Views: 7125

Re: Inserter power usage (aka don't use fast inserters)

The advantage of regular inserters is only given as long as they do not need to pick up from red oder blue belts -which only fast inserters can do relieably? Or is this deprecated? Nah, it's still true. You can even manage to mess up fast inserters if they're pulling from undergrounds and the belt ...
by foamy
Sat Dec 19, 2020 6:26 am
Forum: Gameplay Help
Topic: How is the filtered-stack-inserter filter chosen?
Replies: 2
Views: 991

Re: How is the filtered-stack-inserter filter chosen?

It's done by the internal signal index order, which corresponds, I believe, to the order in which items are listed in your crafting screen. For example, a U-235 signal will always override a U-238 one.
by foamy
Thu Dec 17, 2020 2:06 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 32108

Re: Version 1.1.6

On the other hand, both reprocessing and nuclear fuel production are very slow processes, so the payback time for high-level productivity modules is long – long enough to wonder whether it is really worth doing. Honestly, it isn't. Uranium is dirt cheap, especially if you start grinding out the inf...
by foamy
Wed Dec 16, 2020 10:21 am
Forum: Gameplay Help
Topic: how to avoid inserters with partial hand contents when refueling trains
Replies: 4
Views: 1929

Re: how to avoid inserters with partial hand contents when refueling trains

The only thing I can think that would fix that would be to filter every train wagon that could get that fuel, to not allow that fuel to be put in it. Honestly, if they're single-cargo wagons (which is pretty common) you should be filtering them anyway, just as a firebreak against contamination. @to...
by foamy
Tue Dec 15, 2020 8:58 pm
Forum: Ideas and Suggestions
Topic: Concrete should make Spidertron faster
Replies: 5
Views: 1971

Re: Concrete should make Spidertron faster

I honestly thought it did. And if it doesn't, it should.
by foamy
Tue Dec 15, 2020 8:33 pm
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 32108

Re: Version 1.1.6

Allowed to use productivity module on nuclear fuel production + nuclear fuel reprocessing. On a related note, I'd like to see further additional usages for efficiency modules, particularly say in roboports and radars. Currently these modules don't really have many valid reasons to be used other tha...
by foamy
Tue Dec 15, 2020 7:40 am
Forum: Ideas and Suggestions
Topic: Dragging belt at 90 degree angle now impossible
Replies: 2
Views: 924

Re: Dragging belt at 90 degree angle now impossible

I've seen a lot of these sorts of suggestions, but...

Blueprints aren't locked. One of my most used blueprints even before the switch was just four belts in a line, and it's been very handy afterwards for when I need to paint en-mass and/or don't want to deal with the locking.
by foamy
Tue Dec 15, 2020 7:06 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 32108

Re: Version 1.1.6

... I am a dummy and thought it was talking about the *production stats*

Never mind!
by foamy
Tue Dec 15, 2020 3:55 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 32108

Re: Version 1.1.6

Why is the satellite under Production and not Intermediate? Because then someone would argue you could use productivity modules to make them. Honestly, why not? EDIT: [*]Moved rocket silo + satellite into the production tab. Not seeing any changes to the production tab. Satellite's still there like...
by foamy
Tue Dec 15, 2020 3:18 am
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7614

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

Ah, I see the issue: An unexamined and unstated assumption on my part, which is, specifically, that there is enough buffer capacity to last an entire cycle. If not, then use of it as a controller will be off because while the measurements will accurately track how much energy is removed from the sys...
by foamy
Mon Dec 14, 2020 12:42 pm
Forum: Ideas and Suggestions
Topic: Brownout icon / Low power icon / Low power warning
Replies: 49
Views: 13779

Re: Have a low power icon as well as power off (for beginners :)

I'd love to have a "low power" icon in vanilla, and not only for beginners. It would be helpful to see that at some times, laser turrets tax poxer production too high while firing, or to detect incoming brownout earlier. Low power is far more useful than no power (like in your car, the in...
by foamy
Mon Dec 14, 2020 10:12 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502984

Re: Simple Questions and Short Answers

Besides which, your base gets big enough, sometimes you forget things. :v
by foamy
Mon Dec 14, 2020 6:42 am
Forum: Ideas and Suggestions
Topic: Brownout icon / Low power icon / Low power warning
Replies: 49
Views: 13779

Re: Have a low power icon as well as power off (for beginners :)

We have these great tutorials now that trigger on things. I see no reason there can't be one that triggers on a network having > 0% but < 100% power, that explains that when power is low you will see slowdowns in machines. I know it feels good to know this already, and have people who don't know it...

Go to advanced search