Search found 53 matches

by Muche
Sat Jul 22, 2017 6:30 pm
Forum: Gameplay Help
Topic: Steam turbine ratios with daytime solar?
Replies: 4
Views: 2628

Re: Steam turbine ratios with daytime solar?

I've recently calculated similar thing for steam engines; here are the results using the same methodology, hopefully it's correct: One heat exchanger produces around 103 steam/s, that's 103 steam/s * 1s/60tick * 25000 tick/day = 42916.66 steam/day. One steam turbine consumes 60 steam/s * 1s/60tick *...
by Muche
Sat Jul 01, 2017 6:59 pm
Forum: General discussion
Topic: Five Ultimate Challenges, Kids
Replies: 9
Views: 10130

Re: Five Ultimate Challenges, Kids

I think the storage-box-one would be pretty easy too, I rarely have a ton of gear sitting around. Good for you, but most bases I've seen nearly always have a main bus that is filled completely. Now this is not good, is it? Yeah, I have problem understanding what the challenge of Anti-consumerism sc...
by Muche
Sat Jul 01, 2017 6:12 pm
Forum: Ideas and Suggestions
Topic: Construction robots don't prioritize storage chests
Replies: 24
Views: 12796

Re: [.15.26] Construction robots don't prioritize storage chests

Why does the assembler keep producing if there is empty space in the chest? Because it doesn't know you don't want that. Otherwise you would have set it up to not producing the items if there are thousands of them in storage chests via e.g. logistic condition. You shouldn't have to do that though. ...
by Muche
Sat Jul 01, 2017 4:15 pm
Forum: Ideas and Suggestions
Topic: Construction robots don't prioritize storage chests
Replies: 24
Views: 12796

Re: [.15.26] Construction robots don't prioritize storage chests

Because if the closest chest is a passive/active provider chest that is the output of assemblers then the construction bots will endlessly pull from that chest because the assembler will keep producing to keep the chest filled... which results in the construction robots entirely ignoring the thousa...
by Muche
Thu Jun 29, 2017 2:29 pm
Forum: Not a bug
Topic: [0.13.08] no red/green wires are consumed by blueprint build
Replies: 4
Views: 3376

Re: [0.13.08] no red/green wires are consumed by blueprint build

I would accept blueprinted colored wires costing resources only if removing them returned them back. Currently, no refunds on removed wires and free blueprinted wires means that developing new circuitry (i.e. adding and removing wires) has an upfront cost that you'll get back with each placed bluepr...
by Muche
Mon Jun 26, 2017 11:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.23] Impossible to use items filters with Macbooks
Replies: 6
Views: 4440

Re: [0.15.23] Impossible to use items filters with Macbooks

My middle mouse button is busted currently, so I have bound the filter action to ALT+right click. Maybe you can do something similar in the meantime?
by Muche
Mon Jun 26, 2017 3:07 pm
Forum: Ideas and Suggestions
Topic: Stop Blueprints escaping their Books
Replies: 45
Views: 11908

Re: Stop Blueprints escaping their Books

I started experimenting with following workflow: Have all blueprint books in the library; then find correct book based on name, right click; find correct blueprint based on icons and name, left click; press E / ESC to close the library, place blueprint; then destroy blueprint from the inventory. But...
by Muche
Mon Jun 26, 2017 2:24 pm
Forum: Tools
Topic: Cnide - an IDE for Circuit Network development [ALPHA]
Replies: 9
Views: 8834

Re: Cnide - an IDE for Circuit Network development [ALPHA]

Some notes if you decide to develop this further: comments are allowed only inside network definitions, I'd expect them to work anywhere a list of supported operators would be nice, e.g. >= , != , & , and | might not be as obvious as other operators power operator is missing (overriden and easil...
by Muche
Sun Jun 25, 2017 7:33 pm
Forum: Implemented Suggestions
Topic: Adjustable concrete/brick/landfill brush
Replies: 4
Views: 5007

Re: Adjustable concrete/brick/landfill brush

There are two controls that partially do what you ask: Larger terrain building area (by default Numpad+) and Smaller terrain building area (Numpad-). They change the brush from 1x1 to 10x10. Both dimensions at the same time though, so no 2x10 and such.
by Muche
Sun Jun 25, 2017 1:24 pm
Forum: Ideas and Suggestions
Topic: Snooze button for alerts
Replies: 5
Views: 3106

Re: Snooze button for alerts

In the meantime you could make your own snooze button with combinators: AlarmSnooze.jpg Inserter is a manual pulse generator, rotate it to "push" the button. You have to put some items (anything works) on the ground for it to pick up. D in the constant combinator is the duration of the sno...
by Muche
Sun Jun 25, 2017 11:09 am
Forum: Technical Help
Topic: Will concurrent entity update ever be implemented?
Replies: 2
Views: 1479

Re: Will concurrent entity update ever be implemented?

For some relevant discussion see 40790, 39893 and 49281.
by Muche
Sat Jun 24, 2017 11:54 pm
Forum: Balancing
Topic: Electric Pole costs
Replies: 18
Views: 14033

Re: Electric Pole costs

Substation in v0.15 has reach 18 and coverage 18x18.
by Muche
Sat Jun 24, 2017 10:48 am
Forum: Pending
Topic: [15.23] Blueprint-Rename-Button missing
Replies: 3
Views: 1335

Re: [15.23] Blueprint-Rename-Button missing

Do you have some mods enabled? For example, I couldn't rename some blueprints Picker Extended mod is creating.
by Muche
Thu Jun 22, 2017 1:02 pm
Forum: Gameplay Help
Topic: Need an unique number for a circuit network
Replies: 18
Views: 5711

Re: Need an unique number for a circuit network

It seems incredibly unlikely that you will ever have that happen. You can make it happen by having two outposts built but not connected to the power/circuit network yet and connecting them at the same time by building one power pole. Solutions proposed so far effectively use world position to disti...
by Muche
Thu Jun 22, 2017 9:53 am
Forum: General discussion
Topic: Platinum and gold
Replies: 25
Views: 9348

Re: Platinum and gold

makrom wrote:
Hellatze wrote:metal is matter of perspectives.
How is that? You mean like out of the perspective of someone who never made it past 3rd grade?
My guess is they meant metal music.
by Muche
Thu Jun 22, 2017 9:50 am
Forum: General discussion
Topic: So, I was going to play OpenTTD next but then...
Replies: 24
Views: 12011

Re: So, I was going to play OpenTTD next but then...

The difference between rail signals in Factorio, OpenTTD and IRL is they were designed for different systems. Automatic trains in Factorio/OpenTTD technically don't need any signals you see, since they use underlaying signaling system; signals you see display some properties of that system. A train ...
by Muche
Thu Jun 22, 2017 9:40 am
Forum: General discussion
Topic: Indefinite research
Replies: 6
Views: 2554

Re: Indefinite research

I think queued research option of Auto Research mod may do the thing you want.
by Muche
Tue Jun 20, 2017 9:14 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 53877

Re: Friday Facts #195 - Poles re-design

What I like about v1 poles is a sense of progression - small pole is one wooden pole, medium pole is one (and a half) metal pole, big pole is a metal structure. From this, the body of big pole v2a looks too narrow, the bodies of medium poles v2 too wide, and the body of small pole v2 too bright (i.e...
by Muche
Tue Jun 20, 2017 4:57 pm
Forum: General discussion
Topic: So, I was going to play OpenTTD next but then...
Replies: 24
Views: 12011

Re: So, I was going to play OpenTTD next but then...

I haven't played OpenTTD, my impression (just from watching linked tutorial video) is that one of the core differences is trains in OpenTTD have greater acceleration/breaking abilities (and lower maximum speed, although this may change in the later stages of the game). So a train going towards a red...
by Muche
Tue Jun 20, 2017 3:47 pm
Forum: General discussion
Topic: Platinum and gold
Replies: 25
Views: 9348

Re: Platinum and gold

makrom wrote:The premise is false, gold is not a good conductor at all.
Does that mean that wikipedia is incorrect?

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