Search found 477 matches

by coppercoil
Wed Jun 12, 2019 7:51 am
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27970

Re: Question - Is Inserter item drop position intuitive?

The EC setup has 3 inserter positions that put items on the "left side" (right from the belts perspective) and only 1 that drops items on the other side (stack inserters). That is one problem I have with the current inserters. It's because the single rule "left/right" would be o...
by coppercoil
Tue Jun 11, 2019 7:59 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 52353

Re: Friday Facts #297 - New resource icons

Cadde wrote: ↑
Fri May 31, 2019 10:58 pm
I never look at the items on a belt to see if it's compressed or not. That would be maddening.
I just use the debug tools (even though they are not meant for gameplay stuff) until we get a better way of detecting usage.
What tools do you use to test belt compression?
by coppercoil
Tue Jun 11, 2019 7:28 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27970

Re: Question - Is Inserter item drop position intuitive?

I'm not sure if I understand your problem. You'd like to fill top-right side of the belt on the corner?

Concrete came from the Dectorio.
by coppercoil
Tue Jun 11, 2019 6:39 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27970

Re: Question - Is Inserter item drop position intuitive?

But the rules are still way more (irreducibly) Qonvoluted than "far right quadrant" would be and which would also give balanced results in the number of ways to output to each side. Usability is more important than intuitive understanding. The curved belt case is not a rocket science and ...
by coppercoil
Sat Jun 08, 2019 11:24 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27970

Re: Question - Is Inserter item drop position intuitive?

No one managed to predict what U, V, W & X would look like. Please, don't forget me :). I proposed a rule and submitted an illustration. The corrected rule also works for other cases. If you think it's wrong, please argue. Sure, you will be remembered for getting U-X right and some other cases ...
by coppercoil
Sat Jun 08, 2019 8:37 am
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27970

Re: Question - Is Inserter item drop position intuitive?

Qon wrote: ↑
Fri Jun 07, 2019 9:24 pm
No one managed to predict what U, V, W & X would look like.
Please, don't forget me :). I proposed a rule and submitted an illustration. The corrected rule also works for other cases.
If you think it's wrong, please argue.
by coppercoil
Fri Jun 07, 2019 5:36 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27970

Re: Question - Is Inserter item drop position intuitive?

3. Curved belts acts like perpendicular and starts to turn past drop point. That’s simple, though not so intuitive, and you may need to think a couple Wrong. In O & P you can't say it is perpendicular and that it starts to turn past the drop point. Because it starts out parallel before the turn...
by coppercoil
Fri Jun 07, 2019 4:38 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27970

Re: Question - Is Inserter item drop position intuitive?

It’s a good topic. I needed to think to get the answer. The rules are: 1. If the belt is perpendicular, the item is dropped on the far side. That’s simple and intuitive. 2. If the belt is parallel, the item is dropped on the right-hand side. That’s simple and intuitive too. 3. Curved belts acts like...
by coppercoil
Wed Jun 05, 2019 7:28 pm
Forum: Outdated/Not implemented
Topic: Respect Windows Storage Paths
Replies: 34
Views: 11035

Re: Respect Windows Storage Paths

Regarding "best practice": As a programmer and one who works with C++ there are hundreds if not thousands of "best practices" for how people think C++ should be written and for every one of them there are an equal amount or more people arguing it should be done another way. Havi...
by coppercoil
Sat Jun 01, 2019 1:43 pm
Forum: Ideas and Suggestions
Topic: Add button “Toggle robotic network” to shortcut bar
Replies: 19
Views: 4936

Re: Add button “Toggle robotic network” to shortcut bar

I don't disagree. Of course you're free to play the game the way you want. Even in really inefficient ways that could be avoided with minimal effort. That's your choice. But if people are asking for core game mechanics to be changed to suit their individual playstyle, especially ones which might af...
by coppercoil
Sat Jun 01, 2019 1:13 pm
Forum: Ideas and Suggestions
Topic: Add button “Toggle robotic network” to shortcut bar
Replies: 19
Views: 4936

Re: Add button “Toggle robotic network” to shortcut bar

You can, you just don't want to. I can only think of one situation where I was annoyed by the kind of issue you describe and it was solved by using buffer chests. If it takes a very long time for constructor bots to build something because the resources and the destination are very remote from each...
by coppercoil
Sat Jun 01, 2019 12:21 pm
Forum: Ideas and Suggestions
Topic: Add button “Toggle robotic network” to shortcut bar
Replies: 19
Views: 4936

Re: Add button “Toggle robotic network” to shortcut bar

What OP really wants is the age old idea of "build my next blueprint with my personal robots only", but as that would require a complete rewrite of how robots work it's not gonna happen as has been said many times. Does it really require to rewrite robots’ behavior? It looks like blueprin...
by coppercoil
Sat Jun 01, 2019 12:05 pm
Forum: Ideas and Suggestions
Topic: Add button “Toggle robotic network” to shortcut bar
Replies: 19
Views: 4936

Re: Add button “Toggle robotic network” to shortcut bar

Which network? All of them? What about multiplayer? Are you toggling networks which belong to your force, i.e. shared with other players who didn't want that behaviour toggled? You can avoid this situation simply by not having roboport construction coverage where it isn't wanted or needed. I think ...
by coppercoil
Sat Jun 01, 2019 11:10 am
Forum: Ideas and Suggestions
Topic: Add button “Toggle robotic network” to shortcut bar
Replies: 19
Views: 4936

Add button “Toggle robotic network” to shortcut bar

TL;DR Add button “Toggle robotic network” to disable construction robots from stationary roboports. What ? I’d like to have some way to make some construction/deconstruction using personal robots only, even if robotic network is available on that area. ToggleRoboport.png Why ? It’s a common situati...
by coppercoil
Sun May 12, 2019 6:45 pm
Forum: Gameplay Help
Topic: Throughput unlimited fluid balancer. How?
Replies: 6
Views: 4533

Throughput unlimited fluid balancer. How?

I’m developing a fluid balancer for my train station to empty all fluid wagons at once despite of uneven consumption. So, I have made a quick try in the belt manner. Leftmost tanks work like wagons, tanks on the right are buffers for consumption. FluidBalancer4x4.jpg It didn’t work at all. Absolutel...
by coppercoil
Sun Apr 14, 2019 7:35 pm
Forum: Ideas and Suggestions
Topic: Different entity priorities in the blueprint
Replies: 0
Views: 537

Different entity priorities in the blueprint

TL;DR Allow us to set different entity priorities in the blueprint, so ghost could be built in the specific order. What ? There could be list in the blueprint to instruct robots which type entities should be placed first. Why ? The player can start to use building in some degree while its construct...
by coppercoil
Mon Jul 02, 2018 6:18 pm
Forum: Gameplay Help
Topic: Lower ore in the 0.16?
Replies: 3
Views: 1375

Lower ore in the 0.16?

Have you noticed the resources are lower in the 0.16 when comparing to 0.15? I have built 1 RPM base on 0.15, so I have mined lots of ore fields. I started a new game on 0.16 with the same ore settings: very low frequency, very big, very rich. I explored the surroundings and found a few ore fields. ...

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