Search found 432 matches

by foamy
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.
by foamy
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...
by foamy
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

Nosferatu wrote:
Tue Nov 17, 2020 7:26 pm
Have you heard the shocking news?
A deep brownout can freeze your precious combinator contraptions.
Ironically enough, the problem that the linked post was talking about was stuff not freezing in a brownout.
by foamy
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?
by foamy
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,...
by foamy
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. :D
by foamy
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...
by foamy
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 ...
by foamy
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

Re: Portable Fusion Reactor visual appearance in relation of visual totality of game

Durr wrote:
Fri Dec 04, 2020 6:59 am
I'm not really a fan of the free energy thing either. I wouldn't mind if it needed to use fuel to run.
Nuclear fuel, perhaps? :D

I'd begrudge sacrificing the inventory space, though.
by foamy
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,...
by foamy
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
by foamy
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
by foamy
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...
by foamy
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...
by foamy
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...
by foamy
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...
by foamy
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

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