Search found 477 matches
- 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...
- 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
What tools do you use to test belt compression?
- 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.
Concrete came from the Dectorio.
- 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 ...
- 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 ...
- Sat Jun 08, 2019 8:37 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 27970
- 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. Thatâs 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...
- 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?
Itâs 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. Thatâs simple and intuitive. 2. If the belt is parallel, the item is dropped on the right-hand side. Thatâs simple and intuitive too. 3. Curved belts acts like...
- 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...
- Sat Jun 01, 2019 1:43 pm
- Forum: Ideas and Suggestions
- Topic: Add button âToggle robotic networkâ to shortcut bar
- Replies: 19
- Views: 4936
Re: Add button âToggle robotic networkâ 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...
- Sat Jun 01, 2019 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Add button âToggle robotic networkâ to shortcut bar
- Replies: 19
- Views: 4936
Re: Add button âToggle robotic networkâ 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...
- Sat Jun 01, 2019 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Add button âToggle robotic networkâ to shortcut bar
- Replies: 19
- Views: 4936
Re: Add button âToggle robotic networkâ 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 robotsâ behavior? It looks like blueprin...
- Sat Jun 01, 2019 12:05 pm
- Forum: Ideas and Suggestions
- Topic: Add button âToggle robotic networkâ to shortcut bar
- Replies: 19
- Views: 4936
Re: Add button âToggle robotic networkâ 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 ...
- Sat Jun 01, 2019 11:10 am
- Forum: Ideas and Suggestions
- Topic: Add button âToggle robotic networkâ to shortcut bar
- Replies: 19
- Views: 4936
Add button âToggle robotic networkâ to shortcut bar
TL;DR Add button âToggle robotic networkâ to disable construction robots from stationary roboports. What ? Iâd 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 ? Itâs a common situati...
- 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?
Iâm 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 didnât work at all. Absolutel...
- 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...
- 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. ...