Search found 12 matches
- Wed Dec 25, 2024 8:53 am
- Forum: Minor issues
- Topic: [2.0.28] 99%/fractional science packs left over after research complete
- Replies: 3
- Views: 748
Re: [2.0.28] 99%/fractional science packs left over after research complete
Fair enough. However, I'm sure the part about the packs being consumed without contributing research credit can be fixed.
- Tue Dec 24, 2024 12:49 pm
- Forum: Minor issues
- Topic: [2.0.28] 99%/fractional science packs left over after research complete
- Replies: 3
- Views: 748
[2.0.28] 99%/fractional science packs left over after research complete
When using inserters to move science packs between labs, sometimes research will complete with an extra 99% science pack left over. The act of moving a science pack while research is ongoing causes some of the science pack to be consumed without contributing credit to the in-progress research. This ...
- Mon Jul 15, 2024 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Geometric Combinators
- Replies: 2
- Views: 675
Re: Geometric Combinators
Oh certainly, there is a way to do it and it isn't particularly difficult, 100%. The problem is you need at least up to the 6th iteration of the series to get a decent approximation. Assuming you want a precision of 3 decimal points, cubing your number nearly pushes it over the integer overflow. To ...
- Mon Jul 15, 2024 3:37 pm
- Forum: Ideas and Suggestions
- Topic: Geometric Combinators
- Replies: 2
- Views: 675
Geometric Combinators
TL;DR
Add trigonometric functions (sin, cos, tan, asin, acos, atan) and hyperbolic functions (sinh, cosh, tanh, asinh, acosh, atanh) to arithmetic combinators, or add a new geometric combinator to support them.
What ?
Arithmetic combinators OR the new geometric combinator can now process ...
Add trigonometric functions (sin, cos, tan, asin, acos, atan) and hyperbolic functions (sinh, cosh, tanh, asinh, acosh, atanh) to arithmetic combinators, or add a new geometric combinator to support them.
What ?
Arithmetic combinators OR the new geometric combinator can now process ...
- Mon Jul 15, 2024 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Control Artillery Turrets with Circuit Networks
- Replies: 1
- Views: 729
Control Artillery Turrets with Circuit Networks
TL;DR
Allow circuit networks to order artillery strikes at specified coordinates and read enemy positions.
What ?
Artillery turrets can now be connected to a circuit network via red/green wire. A few options are available when connected:
Override firing control (checkbox)
Relative x ...
Allow circuit networks to order artillery strikes at specified coordinates and read enemy positions.
What ?
Artillery turrets can now be connected to a circuit network via red/green wire. A few options are available when connected:
Override firing control (checkbox)
Relative x ...
- Tue Jun 25, 2024 1:44 am
- Forum: Ideas and Suggestions
- Topic: Toggle Ghost Visibility in Shortcut Bar
- Replies: 9
- Views: 2120
Re: Toggle Ghost Visibility in Shortcut Bar
Edit: Fixed post to adhere to the style guide, should be more legible now.
- Mon Jun 24, 2024 8:51 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 8x8 Belt Balancer (76-tile footprint)
- Replies: 1
- Views: 7903
8x8 Belt Balancer (76-tile footprint)
Hello! Here's a small-footprint 8x8 (8-input, 8-output) belt balancer design I just threw together!
8 inputs (fully balanced)
8 outputs (fully balanced)
Unlimited throughput
All belt types
Low footprint (76 tiles: 8x9 + 2x2)
(Passed cursory brute-force testing of input and output balancing ...
8 inputs (fully balanced)
8 outputs (fully balanced)
Unlimited throughput
All belt types
Low footprint (76 tiles: 8x9 + 2x2)
(Passed cursory brute-force testing of input and output balancing ...
- Mon Jun 24, 2024 8:22 pm
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 13
- Views: 3846
Re: Is this 8 belt balancer efficient?
I know you said you don't want to use blueprints, but I put together this 8x8 belt balancer if you need it. (Inputs on left, outputs on right.) Hope this helps! :D
0eNqdmEtu2zAQhq9CcJWgTiE+JFHatYt2021XbVD4wSQEZEqQqNSGYaBn6dF6klJSEDsxKZOzk2Xy4895ccQDXlW9bFqlDS4PeCO7dasao2qNS4zQvz9 ...
0eNqdmEtu2zAQhq9CcJWgTiE+JFHatYt2021XbVD4wSQEZEqQqNSGYaBn6dF6klJSEDsxKZOzk2Xy4895ccQDXlW9bFqlDS4PeCO7dasao2qNS4zQvz9 ...
- Mon Jun 24, 2024 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Toggle Ghost Visibility in Shortcut Bar
- Replies: 9
- Views: 2120
Re: Toggle Ghost Visibility in Shortcut Bar
1: You can whitelist entities in decon planners.
Pretty sure ghosts can be whitelisted too.
You can whitelist ghosts, though you cannot use that feature to discriminate between different ghost entity types; it considers all ghosts equally. However, even if a workaround exists for that one ...
- Mon Jun 24, 2024 7:10 am
- Forum: Ideas and Suggestions
- Topic: Toggle Ghost Visibility in Shortcut Bar
- Replies: 9
- Views: 2120
Toggle Ghost Visibility in Shortcut Bar
TL;DR
Add a "Toggle ghosts" button to the shortcut bar to enable and disable ghost entity visibility.
What ?
A "Toggle ghosts" feature would allow users to selectively enable and disable the visibility of all ghost entities at once. Similarly to the "Toggle "Alt-mode"" feature, the "Toggle ...
Add a "Toggle ghosts" button to the shortcut bar to enable and disable ghost entity visibility.
What ?
A "Toggle ghosts" feature would allow users to selectively enable and disable the visibility of all ghost entities at once. Similarly to the "Toggle "Alt-mode"" feature, the "Toggle ...
- Sun Jun 04, 2023 7:44 am
- Forum: Duplicates
- Topic: Artillery Turret render order issues.
- Replies: 1
- Views: 766
Artillery Turret render order issues.
The rendering order of the Artillery Turret's barrel is improperly configured. As seen in the attached photo, the barrel can sometimes render behind another turret's platform sprite.
- Sun Jun 04, 2023 7:24 am
- Forum: Not a bug
- Topic: Artillery Wagon unlocked before Railway technology researched.
- Replies: 1
- Views: 759
Artillery Wagon unlocked before Railway technology researched.
Fairly self-descriptive: Artillery Wagons can be researched via the Artillery technology, which doesn't have the Railway technology as a prerequisite. This means that the player can craft a type of rail car before unlocking the technology needed to craft rail-related items in the first place, making ...