Search found 432 matches
- 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.
- 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...
- Mon Dec 21, 2020 9:18 am
- Forum: Implemented in 2.0
- Topic: Redo functionality
- Replies: 51
- Views: 16423
Re: Redo functionality
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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 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...
- 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...
- 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.
- 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...
- 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.
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.
- 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!
Never mind!
- 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...
- 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...
- 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...
- 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
- 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...