Search found 51 matches

by SquarelyCircle
Fri Sep 01, 2023 5:44 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 217
Views: 58061

Re: Friday Facts #374 - Smarter robots

The apologetic nature of the beginning is unnecessary. The game is wonderful and complex, already. I am most excited by these sorts of QoL improvements. Things that make the game run better are what make we want to play more. More flashy content is still cool. It's not unwelcome. But the QoL changes...
by SquarelyCircle
Sun Jan 14, 2018 11:18 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424305

Re: Friday Facts #225 - Bots versus belts (part 2)

For those responding to my comment about cost vs. output, I'd like to illustrate. For the example, let's say it costs 10 input units to produce a bot, and each bot creates 10 output units per minute. If you half the output of each bot, that means you are now producing 5 output units per minute, and ...
by SquarelyCircle
Sun Jan 14, 2018 7:06 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424305

Re: Friday Facts #225 - Bots versus belts (part 2)

So any solution of the "bots problem", that goes into need of more resources is going into the "wrong direction". Increasing cost is equivalent to decreasing output per resource. Quadrupling the cost is the same as quartering the output of each bot, but reducing output increases...
by SquarelyCircle
Sun Jan 14, 2018 6:16 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424305

Re: Friday Facts #225 - Bots versus belts (part 2)

Instead of nerfing their effectiveness, increase the cost. Not necessarily in direct resource requirements. In RTS games, you might need to create some sort of "farm" to increase the number of units you can create. For bots, I think a logistics farm would make a lot of sense, since it take...
by SquarelyCircle
Mon Dec 04, 2017 7:18 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 93835

Re: Friday Facts #219 - Cliffs

Those cliffs look amazingly cool!!! I love where this is going, and I hope more is coming!
by SquarelyCircle
Wed Feb 15, 2017 8:19 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 87969

Re: [MOD 0.12.x] Force Fields - energy powered walls

hmm, why i cant close the tab of the emitter without absolutly having to apply changes.... like any other tabs? like pressing E open the crafting tab, and E again close it!! Yeah, lots of mods have this problem. I actually can't think of one that has a custom UI window that doesn't have this problem.
by SquarelyCircle
Wed Feb 15, 2017 8:04 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 48990

Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics

Yep, so I just went in and modified the code and eliminated the gun turret from the mod, and it went from being the mod that took up the most CPU time to one of them taking up the least CPU time. If anyone is looking for the turret-less version, I'll upload it here. The author is, of course, perfec...
by SquarelyCircle
Mon Feb 13, 2017 3:40 am
Forum: Mods
Topic: [MOD 0.12] Hazzard's Gravestone Mod
Replies: 34
Views: 43605

Re: [MOD 0.12] Hazzard's Gravestone Mod

Also, whoever "ToadRoach" is, they should take their blatant ripoff off the mod portal and/or provide proper credit. Although ToadRoach is using the same idea, if you look at the code for the mods, it's clearly an original creation. He does credit the graphic to Hazzard, but the code look...
by SquarelyCircle
Mon Feb 06, 2017 3:20 pm
Forum: Questions, reviews and ratings
Topic: Squarely Rates Mods
Replies: 11
Views: 6653

Re: Squarely Rates Mods

Do you think you could review my mod Complicated Recipes? I need some feedback on whether or not if the mod has any bugs, needs improvements, etc, since only 1 person total has given me feedback on the mod so far. I would recommend playing with it in a completely clean install with vanilla/a few/a ...
by SquarelyCircle
Sun Jan 29, 2017 9:17 pm
Forum: Questions, reviews and ratings
Topic: Squarely Rates Mods
Replies: 11
Views: 6653

Re: Squarely Rates Mods

Yeah, once my base got to a certain size, it became way better to just have all the train stations be logistic stations.
by SquarelyCircle
Sun Jan 29, 2017 8:39 pm
Forum: Questions, reviews and ratings
Topic: Squarely Rates Mods
Replies: 11
Views: 6653

Re: Squarely Rates Mods

I've updated the LTN score after finding out how much I need it. There's an issue, though, which can cause trains to never fulfill their deliveries or fulfill inaccurate deliveries. It could possibly be fixed by limiting what items the train car will accept (usually middle mouse button). I have a st...
by SquarelyCircle
Fri Jan 27, 2017 11:14 pm
Forum: Questions, reviews and ratings
Topic: Squarely Rates Mods
Replies: 11
Views: 6653

Re: Squarely Rates Mods

I'd be interested to see the ratings for these two mods of mine. Logistic Train Network -- build a train based logistic network Inventory Sensor -- read inventories of wagons, cars, furnaces and more I reviewed the LTN mod. Basically, it's great, but it doesn't fit my play style. I can imagine usin...
by SquarelyCircle
Fri Jan 27, 2017 6:29 am
Forum: Questions, reviews and ratings
Topic: Squarely Rates Mods
Replies: 11
Views: 6653

Re: Squarely Rates Mods

I'd be interested to see the ratings for these two mods of mine. Logistic Train Network -- build a train based logistic network Inventory Sensor -- read inventories of wagons, cars, furnaces and more I reviewed the LTN mod. Basically, it's great, but it doesn't fit my play style. I can imagine usin...
by SquarelyCircle
Fri Jan 27, 2017 12:07 am
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 179577

Re: [MOD 0.14.X] Air Filtering

Thanks! Guess that means I need to make a crap ton of these and have a moderate size recycling plant. http://i.imgur.com/Yb3xUOA.png I use the pollution combinator mod, and have these laid out across my base at the heaviest areas. I use a requester chest for 1-2 air filters and a stack of coal. The...
by SquarelyCircle
Thu Jan 26, 2017 8:04 pm
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 179577

Re: [MOD 0.14.X] Air Filtering

So, I just started using this mod, should I expect to see the red/pollution area decrease if I have enough filters going? Or will it just hold steady where it's at even if I have an overwhelming number of filters? If you filter enough of the pollution, the red cloud will actually reduce. I got my b...
by SquarelyCircle
Thu Jan 26, 2017 2:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 87969

Re: [MOD 0.12.x] Force Fields - energy powered walls

Hey, Also, I wanted to try to enable gates. I noticed that you must have had plans to add this functionality in, and it took a fair bit of reading and re-reading, but I managed to get gates working, (they are automatically placed on straight-rails now.) ;) .... Would you mind if I uploaded my versi...
by SquarelyCircle
Thu Jan 26, 2017 7:10 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 87969

Re: [MOD 0.12.x] Force Fields - energy powered walls

vedrit wrote:
i.am.qix wrote:Please add support for blueprints and re-configuration. Having to reconfigure a bazillion force field walls makes this mod a tease since it's very fun but kind of unusable.
+1
Is there a reason blueprints can't save the settings on this?
by SquarelyCircle
Wed Jan 25, 2017 11:44 pm
Forum: Gameplay Help
Topic: Decider Combinators - sending ore signals as non-ore signals
Replies: 2
Views: 1528

Re: Decider Combinators - sending ore signals as non-ore signals

DaveMcW wrote:Decider combinators can't rename signals. Use an arithmetic combinator to do that.
Thanks very much! :)
by SquarelyCircle
Wed Jan 25, 2017 11:17 pm
Forum: Gameplay Help
Topic: Decider Combinators - sending ore signals as non-ore signals
Replies: 2
Views: 1528

Decider Combinators - sending ore signals as non-ore signals

I've got two boxes with iron ore in them, and I'm trying to equalize their contents. I've set up combinators that read their contents and then, supposedly, should be outputting a "green" signal for the one on the left equal to its input count, and a "yellow" signal for the one on...
by SquarelyCircle
Tue Jan 24, 2017 8:53 pm
Forum: Questions, reviews and ratings
Topic: Squarely Rates Mods
Replies: 11
Views: 6653

Re: Squarely Rates Mods

Optera wrote:I'd be interested to see the ratings for these two mods of mine.
Logistic Train Network -- build a train based logistic network
Inventory Sensor -- read inventories of wagons, cars, furnaces and more
I'll install the mods and do a run through. It'll be like a week or more before I'll review them.

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