Search found 51 matches
- 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...
- 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 ...
- 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...
- 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...
- 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!
- 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.
- 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...
- 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...
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
Is there a reason blueprints can't save the settings on this?vedrit wrote:+1i.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.
- 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
Thanks very much!DaveMcW wrote:Decider combinators can't rename signals. Use an arithmetic combinator to do that.
- 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...
- Tue Jan 24, 2017 8:53 pm
- Forum: Questions, reviews and ratings
- Topic: Squarely Rates Mods
- Replies: 11
- Views: 6653
Re: Squarely Rates Mods
I'll install the mods and do a run through. It'll be like a week or more before I'll review them.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