For the inserter missing items problem... I had this problem years ago with burner inserters. Here's the thought I had back then...
I think the inserter movement speed is fine as-is, but they should detect upcoming items on the previous belt segment so they have time to line-up to grab the items.
Search found 32 matches
- Sat Jul 13, 2024 7:21 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 21913
- Mon Mar 04, 2024 7:17 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 18016
Re: Friday Facts #400 - Chart search and Pins
There should be an easy way to convert a pin to a tag, and tag to pin.
- Fri May 29, 2020 1:49 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 33743
Re: Friday Facts #349 - The 1.0 plan
Saving: Old = 285.429s New = 2.847s That is an insane speed improvement. :shock: Also, that old save time is absolutely ridiculous. Almost 5 minutes to save?? I don't think I've ever had a map go over 30s before. --- The Prototype GUI seems like an incredible asset to provide the modding community....
- Fri May 01, 2020 3:01 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 23706
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Looks like I'm not the only one that wants a slight delay to be added to the shell casing ejection. 8-) As for the pathing, that looks great, but my only concern whether they stay as a group when they change to attack mode. Hopefully they act as individuals when attacking so the unobstructed ones ca...
- Fri Mar 20, 2020 6:34 am
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 33148
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Wish we had something more like this... https://i.imgur.com/xQUHvRG.png The scale of the chart is determined by the max output of all power production (Steam Engines + Steam Turbines + Solar Panels + Accumulators) and the max consumption if every single entity was at absolute peak power usage (exclu...
- Fri Jan 24, 2020 8:57 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 71256
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Campaign cancelled - V453000 What if the "campaign" took place within a specific freeplay world (A specific seed, instead of randomly generated), and basically acted like a tutorial? Player could start next to their crash site with Compilatron, and the collapsed remains of previous bases ...
- Sat Jan 18, 2020 3:09 am
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 42777
Re: Friday Facts #330 - Main menu and File Share Shenanigans
I'd love the Continue to be like a category, and have two buttons. One for Singleplayer, and one for Multiplayer. Just buy a Synology (a + model). It's great! Really. :) Do Not. GamersNexus went through the exact same scenario as Wube did, with the only difference being they were using Synology equi...
- Fri Jan 03, 2020 9:52 pm
- Forum: News
- Topic: Friday Facts #328 - 2019 recap
- Replies: 20
- Views: 15530
Re: Friday Facts #328 - 2019 recap
I hope the whole team had a nice vacation. Definitely deserved some time off. You've been working like maniacs all year long.
- Fri Nov 29, 2019 10:41 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 27007
Re: Friday Facts #323 - Animated water
Hmmm...... Imagines reservoirs of Oil that have leaked up to the surface, rivers of Lava winding through the terrain, and churning pools of Acid nearby. Awesome!!. And, and... since we are talking environment how about dust storms in the desert, or dust devils... .... rain (wake up your inner pluvi...
- Fri Nov 15, 2019 7:19 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 38394
Re: Friday Facts #321 - Countdown
"from the perspective of a new player, the things we are working on now are mainly nitpicks." Ah, yes... the curse of being an indie developer. The ability to nitpick, at the cost of pushing back the release date. ;) I still chuckle a little at all the nonsensical factory arrangement on th...
- Fri Nov 08, 2019 8:37 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 84571
Re: Friday Facts #320 - Color correction
The results look pretty good on my IPS panel. I was worried when you said "brighter" at first, because I immediately thought of my TN panel, which makes bright colors look unnaturally fluorescent for some dumb reason... even after calibration. Still looks terrible on my TN panel... but eve...
- Fri Oct 25, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 52405
Re: Friday Facts #318 - New Tooltips
Bot Tile Batching - Add Belts? Eventually I get to the point where I need more throughput on my belt bus, so I use the upgrade planner and just sweep it across the whole thing..... Then I go have a nice home cooked meal as every construction bot in the base repeatedly: Flies to the chest Picks up a ...
- Fri Sep 13, 2019 12:36 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 71365
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Request for locked pipes... If there's no fluid in the pipe there should be an indication that it's empty. For example, with the ALT info on there's a fluid icon on the pipe that has a black background. What if empty pipes had a red background instead? This way when placing hundreds of underground p...
- Fri Aug 23, 2019 7:30 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 128347
Re: Friday Facts #309 - Controversial opinions
Inserters should not chase items I actually made a video specifically testing possible train loading problems to highlight the issue with inserters hunting for items. If you only watch the bottom right two loading stations (Both with stack inserters), you'll see that when the stack inserters are on...
- Fri Jun 14, 2019 9:12 pm
- Forum: News
- Topic: Friday Facts #299 - Everything is more complex than expected
- Replies: 52
- Views: 29944
Re: Friday Facts #299 - Everything is more complex than expected
Failsafe, and bug-finding condition... When a train comes to a complete stop (anywhere for a manual train, only at a train stop for automatic trains), all blocks reserved by that train are un-reserved except for the blocks the train currently occupies. If the number of released blocks is greater tha...
- Fri Jun 07, 2019 7:17 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 38509
Re: Friday Facts #298 - Demo upgrade for Stable
Now that Loaders are gone, we needed a new 1x1 Consumer entity which the player must use inserters to fill. What about a delivery drone? Give it input slots like the ones in assemblers, where it can stack as many items as needed. (for example, concrete stacks to 100, but the assembler can stack it ...
- Fri May 31, 2019 6:43 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 57937
Re: Friday Facts #297 - New resource icons
- Inserters are now smarter - Twinsen THANK YOU! That was driving me insane. I actually had to do experiments a few months ago to find out what was causing that problem. The method I was using worked in every instance except if the belt was moving West, and the inserter grabbing the items was on th...
- Fri May 24, 2019 8:17 pm
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 30653
Re: Friday Facts #296 - All kinds of bugs
- Cars/Tanks remember their color Nice. Not a huge deal, but nice QoL addition. - Performance: It's never what you think it is That's going to be an amazing change to megabases with massive train networks. 8-) - Crashing on dereferencing null? Add a null check the mod API didn't prevent mods from do...
- Fri May 17, 2019 6:40 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 38698
Re: Friday Facts #295 - New design for the chemical plant
Looks fantastic. Good work design team.
Hahaha... I get what you're saying, but that was a hilarious way to say it.Basically every rotation is like a new entity that tries to look like its other rotations, but somehow rotated (!?).
- Fri Apr 12, 2019 7:42 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 39763
Re: Friday Facts #290 - Rail building changes & High-res icons
the ghost building without obstacle deconstruction is not available anymore :( I loved being able to start at the base, end at the outpost, and not destroy a single tree. Farewell beautiful untouched forests. The ghost rail planner tries to blow up the cliffs even if the cliff explosives technology...