Search found 29 matches

by bluegreen1024
Wed Nov 20, 2024 7:24 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 36639

Re: Ability to craft lower quality with higher quality

In what sense does down-binning incur a resource loss other than the opportunity cost of using the quality modules in the first place? Down-binning would be 1 to 1 but reduces quality. Recycling is on average 4 to 1 , so it does incur a massive resource loss, but it potentially gives another chance ...
by bluegreen1024
Sun Nov 17, 2024 7:40 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 163
Views: 63849

Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items

Definitely not per surface iirc, as that would be useless pre-2.0. But neither of those two seems to be updated and I can't find another that does the same. And you are probably right, since two distinct roboport networks can have overlapping construction zones. I've never tested whether the base ...
by bluegreen1024
Sun Nov 17, 2024 7:03 pm
Forum: Ideas and Suggestions
Topic: Rocket silo logistic is just broken
Replies: 117
Views: 19671

Re: Rocket silo logistic is just broken

[quote=mrvn post_id=640965 time=1731867180 user_id=28160
Do we even need circuit control there?

It's not like the game will have a million spaceships. It would be enough to have a building that can be configured to send items to a specific hub, selectable from a dropdown menu listing the names of ...
by bluegreen1024
Sun Nov 17, 2024 6:51 pm
Forum: Ideas and Suggestions
Topic: Rocket silo logistic is just broken
Replies: 117
Views: 19671

Re: Rocket silo logistic is just broken



...


Yeah this was discussed in other topic with more serious suggestion, for the same reason no-one hardly build anything relying on train IDs i think this is a bad idea.

Any destroyed platform losing ID and no possbility to manually input it, or risk having it being non-unique, breaking ...
by bluegreen1024
Sun Nov 17, 2024 3:21 am
Forum: Ideas and Suggestions
Topic: Add a dynamic multi-channel transmitter and receiver
Replies: 0
Views: 427

Add a dynamic multi-channel transmitter and receiver

TL;DR
Add an entity that can broadcast or receive circuit network signals in a specific channel, such that the channel itself can be set using the circuit network.

What?
I suggest an entity or pair of entities that can broadcast or receive signals without wires, including between surfaces, in ...
by bluegreen1024
Sat Nov 16, 2024 11:23 pm
Forum: Ideas and Suggestions
Topic: Optional circuit-controlled rocket launch mode
Replies: 5
Views: 1296

Optional circuit-controlled rocket launch mode

TL;DR
Allow a circuit signal to force rocket to launch to a specific platform, based on that platform's surface ID, and allow reading surface ID's to the circuit network.

What?
When the player connects a Rocket Silo to the circuit network, provide an option (unchecked by default) called ...
by bluegreen1024
Sat Nov 16, 2024 6:03 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 163
Views: 63849

Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items

Sadly I can't remember the names of those mods and I wasn't able to find anything when searching either "construction" or "ghost" though... so maybe they haven't updated.
by bluegreen1024
Sat Nov 16, 2024 5:59 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 163
Views: 63849

Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items


And space platforms can do it. So it can't be a impossible problem anymore. Even just outputing the max 600 items the alert shows would be sufficient for most applications.


It was surely possible even in 1.1 because several mods did this very thing. (I haven't checked but I hope at least one of ...
by bluegreen1024
Sat Nov 16, 2024 5:50 pm
Forum: Ideas and Suggestions
Topic: Rocket silo logistic is just broken
Replies: 117
Views: 19671

Re: Rocket silo logistic is just broken



My issues with rocket silo logistics could be solved with a few simple changes.
Have a circuit controlled launch option so I can launch whenever I want.


And how would you know to which rocket you send things ?


One way would be to give each space platform a unique (nonzero) ID, and when ...
by bluegreen1024
Sat Nov 16, 2024 5:35 pm
Forum: Ideas and Suggestions
Topic: Advanced Circuit Network Functionality to Solve Space Platform Logistics
Replies: 9
Views: 3629

Re: Advanced Circuit Network Functionality to Solve Space Platform Logistics

Wait, constant combinators can do that now? Although I do really like the general idea, I hope it can be separated from the constant combinator entity, because the suggested behavior is... not constant. Also, it would make any significant tech or resource gating impossible, since it would be ...
by bluegreen1024
Fri Nov 15, 2024 9:52 pm
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 41
Views: 14971

Re: Container free space signal

Firstly, I think an option to read the free and/or total capacity of containers is much more urgently needed if/when the devs allow Quality to change the capacity of chests. Even though stacks-per-chest is constant in the sense that it can't change over time on its own, it won't be constant over the ...
by bluegreen1024
Fri Nov 15, 2024 5:21 pm
Forum: Ideas and Suggestions
Topic: Advanced Circuit Network Functionality to Solve Space Platform Logistics
Replies: 9
Views: 3629

Re: Advanced Circuit Network Functionality to Solve Space Platform Logistics

I'm not sure this would fully solve the automation issues mentioned in several other threads, because we would also need a way to read one (and only one) space platform's signals and/or logistic requests, and a way to automatically trigger a rocket launch to a specific platform, and ideally a way to ...
by bluegreen1024
Fri Nov 15, 2024 7:31 am
Forum: Ideas and Suggestions
Topic: Train Station reservation option by interrupts
Replies: 11
Views: 1992

Re: Train Station reservation option by interrupts

I was able to solve this by enabling only one train at a time among all trains waiting at "Depot" stations, using a combinator clock that sends signals to each station to trigger each train's wait condition one by one. But I agree that this is janky and some sort of automatic reservation system ...
by bluegreen1024
Fri Nov 15, 2024 5:28 am
Forum: Ideas and Suggestions
Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Replies: 75
Views: 15874

Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Respectfully, I think something that everyone should try to be clear about to avoid talking past one another is this: Are we talking about
(1) an elevated power pole which can be unlocked before or very soon after reaching Fulgora
or
(2) an elevated power pole which can be unlocked only after ...
by bluegreen1024
Thu Nov 14, 2024 7:57 am
Forum: Ideas and Suggestions
Topic: signal sharing between planet and orbit
Replies: 14
Views: 4609

Re: Radars on space platforms should link signals to the planet under them

I agree that this would be an awesome feature, but only if it is a different structure or there is a way to disable cross-surface radar sharing (as in, only let a planetside radar get signals from orbit if you toggle it to point upward, somehow?). If every radar in orbit automatically beams signals ...
by bluegreen1024
Thu Nov 14, 2024 5:58 am
Forum: Ideas and Suggestions
Topic: Allow (non-cheaty) map rechart without disabling achievements
Replies: 0
Views: 304

Allow (non-cheaty) map rechart without disabling achievements

TL;DR
Let the player rechart the map info they already know without using an achievement-disabling console command.


What?
I would like an in-game option or non-cheating command to rechart the map, or specifically the areas and objects that the player should already have knowledge of. I know ...
by bluegreen1024
Tue Nov 12, 2024 2:34 am
Forum: Minor issues
Topic: [2.0.15] Platform deadlocks: tile rules interact badly with cut-pasting and deconstructing complicated designs.
Replies: 0
Views: 300

[2.0.15] Platform deadlocks: tile rules interact badly with cut-pasting and deconstructing complicated designs.

11-11-2024, 20-24-19.png 11-11-2024, 20-24-19.png
In this screenshot, I have just attempted to move a (valid) piece of my space station a few tiles to the left by using the cut and paste shortcuts and then using the deconstruction planner to clean up unused space platform tiles.

What happened ...
by bluegreen1024
Thu Nov 07, 2024 5:16 pm
Forum: Ideas and Suggestions
Topic: Wires on platforms in the ground
Replies: 4
Views: 704

Re: Wires on platforms in the ground

Wait, can you not place power poles on space platforms by default? I recall being able to do that in a creative test world with the Editor Extensions mod...
If this isn't doable in vanilla, I think circuit wires on platforms needs to be addressed ASAP.

(Also I agree that even if it is possible in ...
by bluegreen1024
Thu Nov 07, 2024 6:24 am
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 41
Views: 14971

Re: Container inventory information (max/available slots) for circuit networks

I strongly second this suggestion! It would be one less set of numbers to have to hard-code everywhere (and also be convenient for mods which might change chest sizes, as you said). I will note that with the selector combinator that can output stack sizes (I'm actually not sure if it is DLC ...
by bluegreen1024
Thu Nov 07, 2024 6:07 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 36639

Re: Ability to craft lower quality with higher quality

A small issue with the "down-binner caps things to its own quality" idea is that a Legendary down-binner does nothing (or whatever the highest quality ends up being given any mods you are playing with).

And speaking of mods, whether it's this idea, the settings idea or something else, it would be ...

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