Search found 432 matches
- Mon Dec 07, 2020 5:40 am
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 5192
Re: Snap to grid should default to relative again
I find myself using relative snapping an awful lot more than absolute, yeah.
- Mon Dec 07, 2020 3:48 am
- Forum: Energy Production
- Topic: Single-combinator reactor clock w/auto start, accomodates other logic.
- Replies: 4
- Views: 3365
Single-combinator reactor clock w/auto start, accomodates other logic.
https://steamuserimages-a.akamaihd.net/ugc/1647718681333536056/2CCAC2E775B72F7AD615A0484B28FDE69DA158F1/ An arithmetic combinator set to subtract used fuel cells from fresh fuel cells, outputting the result as fresh fuel cells, acts as a memory cell. It is wired input to output, and then to the two...
- Sun Dec 06, 2020 12:52 pm
- Forum: Energy Production
- Topic: Bluescreen Detection & Electric Network Monitoring
- Replies: 4
- Views: 2320
Re: Bluescreen Detection & Electric Network Monitoring
Ironically enough, the problem that the linked post was talking about was stuff not freezing in a brownout.Nosferatu wrote: ↑Tue Nov 17, 2020 7:26 pmHave you heard the shocking news?
A deep brownout can freeze your precious combinator contraptions.
- Sun Dec 06, 2020 1:19 am
- Forum: Gameplay Help
- Topic: [1.1.5] Train stop - inserter loading train although being disabled
- Replies: 8
- Views: 2632
Re: [1.1.5] Train stop - inserter loading train although being disabled
Another alternative would've been to split the barrel train's wagonload half and half with filtered slots. It cuts the train's throughput, but how much acid are you really using?
- Sat Dec 05, 2020 5:16 am
- Forum: Combinator Creations
- Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
- Replies: 15
- Views: 7722
Re: Using one turbine to control an arbitrarily large number of nuclear reactors
Ok, did some work on the measurement side of things; it's no longer quite so slapdash: https://steamuserimages-a.akamaihd.net/ugc/1647718493145228172/EFF4583F7FF56F3C145A284010BDAEA462832D4D/ Now incorporates a direct UPS in the form of a solar panel and accumulator for the pumps, reactor inserters,...
- Sat Dec 05, 2020 3:28 am
- Forum: Ideas and Suggestions
- Topic: Allow flipping *everything* using the F & G keys.
- Replies: 1
- Views: 515
Allow flipping *everything* using the F & G keys.
Not just blueprints, but actual placed entities. Refineries, chemical plants, assemblers, belts, inserters, you name it.
Yes this would allow building properly mirrored chemical plant/oil refinery runs, freed from the curse of chirality. I consider that a plus.
Yes this would allow building properly mirrored chemical plant/oil refinery runs, freed from the curse of chirality. I consider that a plus.
- Sat Dec 05, 2020 3:16 am
- Forum: Gameplay Help
- Topic: Need Some Advice On...
- Replies: 13
- Views: 3814
Re: Need Some Advice On...
That is exactly why I moved away from belt busses and switched to a modular rail network. I always ran out of room to add belts to the bus. If I run into bottlenecks with the rail system all I need to do is drop down another production module. If the main line starts getting too much traffic I simp...
- Sat Dec 05, 2020 1:34 am
- Forum: Gameplay Help
- Topic: Need Some Advice On...
- Replies: 13
- Views: 3814
Re: Need Some Advice On...
But wow, so much to think about. For this map, the Oil deposits were wayyyyy to the SE, and I didn't plan well for that. I now use trains to bring light oil, heavy oil, plastic and blue circuits from the Oil deposits. Maybe I should have just brought the crude oil? That's my preference. Fluids are ...
- Sat Dec 05, 2020 12:25 am
- Forum: Balancing
- Topic: Portable Fusion Reactor visual appearance in relation of visual totality of game
- Replies: 23
- Views: 9933
- Sat Dec 05, 2020 12:23 am
- Forum: Implemented Suggestions
- Topic: Each Signal on the right side of the operator for the Archimetic Combinators
- Replies: 5
- Views: 2024
- Sat Dec 05, 2020 12:20 am
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 10596
Re: Trains still route to closest station (with limits set)
In combination with some relatively simple circuits to close a station's entry signal it's not really possible to have an 'overused' station any more. Build as many trains as you have your train limits set and you'll never encounter it again: your trains will distribute themselves among the network,...
- Sat Dec 05, 2020 12:14 am
- Forum: Balancing
- Topic: Spidertrons need to be damaged by explosions
- Replies: 22
- Views: 8143
Re: Spidertrons need to be damaged by explosions
You know, I honestly thought they were damaged by friendly fire rockets, given how much damage my spidertrons take when they swarm up and deathblossom :v
- Fri Dec 04, 2020 10:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.3] Shift-click copying a power switch's settings doesn't.
- Replies: 6
- Views: 2977
Re: [Twinsen][1.1.3] Shift-click copying a power switch's settings doesn't.
Yeah, sorry for not including that initially. I didn't realize it was MP only until you told me you couldn't repro it and I went and did a quick check in SP and then couldn't repro it either. Was wondering if I was going nuts until I realized there was a distinction I'd missed :v
- Fri Dec 04, 2020 3:00 pm
- Forum: Gameplay Help
- Topic: Need Some Advice On...
- Replies: 13
- Views: 3814
Re: Need Some Advice On...
The easiest way to address a spaghetti base is to build a clean one a little ways off. Use the working output of the spaghetti base to bootstrap the next one, which you can design more cleanly because now you have a better idea of what's needed and how to lay it out. I tend to think in terms of asse...
- Fri Dec 04, 2020 11:54 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887272
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Woops! I just threw it together as an example since I knew it could be done; unfortunately in that game the rail net is RHD, so I wound up with the same layout you did. Then I copied it & converted it to LHD for the screencap, but I guess I missed some bits. Obviously you'd want to actually sign...
- Fri Dec 04, 2020 6:50 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887272
Re: 4-way intersections: Throughput and deadlocks [image heavy]
If I'm not mistaken, you can't do that optimally with that rail spacing. I tried to do the same thing as you, but failed. I could solve my issue with the help I got from hansjoachim. (designed my own intersection, only reused the rail spacing). You can, but not with RHD. Take mmmPI's layout, switch...
- Thu Dec 03, 2020 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Empty Module Slots and Upgrade Planner - Let's Talk
- Replies: 21
- Views: 6878
- Thu Dec 03, 2020 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.3] Shift-click copying a power switch's settings doesn't.
- Replies: 6
- Views: 2977
Re: [1.1.3] Shift-click copying a power switch's settings doesn't.
It seems to work correctly. You probably didn't select the source entity correctly. Do you have some exact steps to reproduce the issue? Shift-click is also the keyboard shortcut for "Remove pole cables", so if there is nothing to paste, the cables are removed from the side the mouse is c...
- Thu Dec 03, 2020 9:50 am
- Forum: Ideas and Suggestions
- Topic: Automatic inventory stacking and sorting for Spidertron
- Replies: 3
- Views: 1251
Re: Automatic inventory stacking and sorting for Spidertron
I was *wondering* where my post went :v
- Thu Dec 03, 2020 7:54 am
- Forum: Ideas and Suggestions
- Topic: Splitter GUI, clickable graphical priorities
- Replies: 17
- Views: 4891
Re: Splitter GUI, clickable graphical priorities
Yes indeed.