Search found 93 matches

by ikarikeiji
Sat Jul 09, 2016 1:56 pm
Forum: Not a bug
Topic: circuit network wires: allow both chain and star topology
Replies: 15
Views: 1724

Re: circuit network wires: allow both chain and star topology

Just wanted to add my +1 for an option to keep the 0.13.0 behavior. I much much much prefer this and it seems this is a divisive issue among other players here from the posts I've read. The change in 0.13.0 was not a fix, the change in 0.13.5 was not a fix either. Make both modes available via an op...
by ikarikeiji
Sun Mar 27, 2016 10:26 am
Forum: Gameplay Help
Topic: Long rail lines
Replies: 4
Views: 1603

Re: Long rail lines

For example, if I have a rail line that is 30 times longer than my biggest train, is there any downside to breaking it up into 20+ blocks, or should I only make a handful of them? I would assume that the more blocks you have in your train system the more work it takes to calculate paths. How do mos...
by ikarikeiji
Sun Mar 27, 2016 10:20 am
Forum: Gameplay Help
Topic: Service rails
Replies: 1
Views: 456

Service rails

In my latest save, I've been trying to make a track system with 3 tracks instead of 2. The middle rail would be my "service rail" which is purely for me to get around, and the outer two would be standard running rails for automated trains. No junction anywhere on the network would allow a train to g...
by ikarikeiji
Fri Mar 25, 2016 8:20 pm
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 30789

Re: Friday Facts #131 - Roadmap shuffle

Modules in blueprints and dragging pipes? Best Friday Facts ever <3
by ikarikeiji
Thu Mar 10, 2016 12:08 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 109912

Re: Friday Facts #128 - Back down to earth

Just wanted to give another +1 for Klonan's post.

Not keen on the filter additions though, unless that was like a more expensive "smart loader" or something.
by ikarikeiji
Sun Feb 14, 2016 5:31 am
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 62745

Re: Friday Facts #125 - Achievements

I'm also in favor of a "no crafting" chiev, where you start with a basic assembler, 2 boilers, 2 inserters, 1 steam engine, 1 burner drill, 1 stone furnace, and an iron pickax(and you can't craft anything in your pocket). I do believe you need either a level 3 assembler or an oil refinery, as you n...
by ikarikeiji
Fri Jan 29, 2016 10:58 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 52095

Re: Friday Facts #123 - Better circuit network (Part 2)

I have a suggestion for the train controlling. Connecting a "Reader" to a track reads whether there is a train in the block (i.e. whether a signal facing into the block would be red). Connecting a "Reader" to a signal reads whether the signal is red. Writers could have two conditions for two differe...
by ikarikeiji
Sat Jan 23, 2016 10:46 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 41686

Re: Friday Facts #122 - Better circuit network (Part 1)

Changing the splitters to per lane sounds reasonable, but please please please make it so that mods can create alternate splitters that go per item like they do at the moment.

Because now that I've seen this I don't ever want it to go away :(
by ikarikeiji
Sun Dec 27, 2015 10:31 am
Forum: News
Topic: Friday Facts #118 - Improving productivity
Replies: 24
Views: 25961

Re: Friday Facts #118 - Improving productivity

Wow, so many amazing pieces of news and on Christmas Day too. I'm looking forward to playing 0.13 so much! Presumably you can rename trains too?
by ikarikeiji
Sat Nov 21, 2015 11:53 am
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 41434

Re: Friday Facts #113 - Better rail building

Please keep the ability to manually place, without bots/blueprints, both straight and curve rails as we can at the moment. Also to be able to drag straight rail without invoking the pathfinding, so that we can still build really long straights. Maybe making the straight rail act as it already does, ...
by ikarikeiji
Mon Jul 20, 2015 9:25 am
Forum: Gameplay Help
Topic: Logistics storage
Replies: 5
Views: 5604

Re: Logistics storage

Turns out I was overthinking it. Here's what I ended up doing: http://i.imgur.com/QTaneKZ.png The belts coming from top left and going out at bottom left just come off the main iron line and back on via splitters. The top chest requests 100 iron, the smart inserter below it facing down only moves ir...
by ikarikeiji
Sun Jul 19, 2015 6:05 am
Forum: Gameplay Help
Topic: Logistics storage
Replies: 5
Views: 5604

Re: Logistics storage

Hmm... Nicely done, and good idea with the requester chest for copper cables and so on. It's not EXACTLY what I was looking for though; your system will create a buffer in case the supply runs thin, but what I was after was a system whereby any iron in logistics storage - apart from the passive prov...
by ikarikeiji
Sun Jul 12, 2015 6:33 pm
Forum: Gameplay Help
Topic: Logistics storage
Replies: 5
Views: 5604

Logistics storage

This is a problem I've been trying to solve for a long time and never found an answer to. Suppose I have an iron smelting area, connected by belt to something using iron all the time... let's say module production. I have some random other things in my base that want to use iron, let's say destroyer...

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