There is a drainless inserters setting which I find pretty useful.steinio wrote:What's the purpose of the mod setting "powerless inserters"? Looks like cheating.
I haven't seen powerless setting - which mod it's in?
Moderator: bobingabout
There is a drainless inserters setting which I find pretty useful.steinio wrote:What's the purpose of the mod setting "powerless inserters"? Looks like cheating.
This must be drainless instead of powerless. Just translated from german.orzelek wrote:There is a drainless inserters setting which I find pretty useful.steinio wrote:What's the purpose of the mod setting "powerless inserters"? Looks like cheating.
I haven't seen powerless setting - which mod it's in?
It is cheating, but someone requested it. This is why it's turned off.steinio wrote:What's the purpose of the mod setting "powerless inserters"? Looks like cheating.
Isn't that a base game research? I added in a few infinite damage researches for new weapons I added like my laser rifle, but most of them are a base game technology.orzelek wrote:It seems that infinite gun turret damage research is a bit inconsistent. It has 70% per level for gun turrets and Mk2 and 40% for all other marks of gun turret. Is it by design or some typo sneaked in?
I checked and it seems that this change is added in bob's warefare mod - but code there sets 0.7 for Mk2 turret and 0.4 for rest (it's in technology-updates.lua - lines 146-149). That would mean that over time Mk2 will get more powerfull than higher marks. Base game has 0.7 for infinite tech - it would seem that other marks should have 0.7 too.bobingabout wrote:Isn't that a base game research? I added in a few infinite damage researches for new weapons I added like my laser rifle, but most of them are a base game technology.orzelek wrote:It seems that infinite gun turret damage research is a bit inconsistent. It has 70% per level for gun turrets and Mk2 and 40% for all other marks of gun turret. Is it by design or some typo sneaked in?
I'll look into it.orzelek wrote:I checked and it seems that this change is added in bob's warefare mod - but code there sets 0.7 for Mk2 turret and 0.4 for rest (it's in technology-updates.lua - lines 146-149). That would mean that over time Mk2 will get more powerfull than higher marks. Base game has 0.7 for infinite tech - it would seem that other marks should have 0.7 too.bobingabout wrote:Isn't that a base game research? I added in a few infinite damage researches for new weapons I added like my laser rifle, but most of them are a base game technology.orzelek wrote:It seems that infinite gun turret damage research is a bit inconsistent. It has 70% per level for gun turrets and Mk2 and 40% for all other marks of gun turret. Is it by design or some typo sneaked in?
I had to make a couple of compromises on what happens when you migrate.steinio wrote:I enabled the inserter overhaul setting to see what's in it and what i saw looked promising.
I disabled the setting to prepare my base and enable it at some point in time.
Only all fast inserters in inventory converted to express inserters which i haven't researched so far.
Mining already placed fast inserters before the change they convert to express inserters.
Seems it would be better to start new with this setting enabled.
Damn i just wanted to report your post as spam from a robot until i spotted the little difference between yours and the post before.fiery_salmon wrote:I tried the new update, and the recipe changed a lot.
i really hope in future, mod will continue to improve and evolve
Nice graphic, really helps with picturing the lengths. May I suggest my two cents? If I say go with Set #2, it is based on my personal preference of building 4-wide belt arrays. However, I don't think I will ever have that in place before researching to unlock yellow belts. Therefore, my vote leans towards set #4 as the layout becomes predictable for upgrading to the higher tiers.bobingabout wrote:Anyway, underground belt lengths, that's a topic worth discussing, I've uploaded a small picture on ideas.
The top set is as it exists right now, there is no black underground belt. It's simply +5 per tier ending on purple at 25.
There includes a line going all the way down to show the current lengths.
The second set is what I currently have programmed in for the overhaul.
It's 5 for the first, and +4 per tier, which ends on 25, nothing is smaller than it was.
Also note green and purple are swapped for the new colour scheme.
Now, these work, however, there's the obvious issue that nothing lines up nicely between tier. So lets move on to the next set
The 3rd set shows a proposed idea, instead of 5 +4, it's 3 +4, and everything lines up nicely between tiers, however... Purple and Green are short of their old values.
Which brings me to the 4th set. It's 4 +5, things are a big longer that I would like, but nothing is shorter than it was.
So, I guess the question is, which setup should I use?
Pipes is a maybe, it would be best to figure out what to do with belts before I take another look at pipes.RocketManChronicles wrote:And while I am reminded of it, weren't you looking at the pipes as well?
I concur. Yellow should be the sign that production is flourishing enough for a main bus.mrvn wrote:My vote would be set #3 too. A black UG should be short and crossing 4 belts is too much I feel. That's what yellow UGs should be for. Black UG should be so you can cross belts at all. Not to make a main bus.