Search found 59 matches

by Phantasm
Sat Jul 13, 2013 1:25 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330746

Re: [MOD 0.5.x] Treefarm v0.7.0

I made some additional tests and calculations. For the tests I modified the recipes-ratio to 8:8:8:8 instead of 10:10:10:10. So I came to the following results: With the energy of 1 cokecoal you can "produce" 15 coal in a basic mining drill, 8 coal in a burner mining drill and 64 coal in ...
by Phantasm
Fri Jul 12, 2013 7:51 pm
Forum: Implemented Suggestions
Topic: Show item manufacture time
Replies: 3
Views: 6891

Re: Show item manufacture time

Holy-Fire wrote:It's already displayed. Below the name of the item you have text such as "Time: 20". For most items the time is 1 so this line is omitted.
Yea, I noticed some items have it. But most don't have. And I doubt more than half items have 1 as manufacture time.
by Phantasm
Fri Jul 12, 2013 9:10 am
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 50092

Re: [MOD 0.5.x] Blueprints V0.5.2

The devs decided to disable IO functionality (for good reasons). Sure there should be no generic IO functionality. But there could be carefully handled global storage for each mod. Only that mod could access it - no sharing between different mods. Just like mods can save to savagame, there could be...
by Phantasm
Fri Jul 12, 2013 9:06 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330746

Re: [MOD 0.5.x] Treefarm v0.7.0

Just wondering why you complain about the cokery. I mean the treefarm itself produces wood/ fuel out of nothing ;) Anyway, IMO the cokery/cokecoal becomes useless if I lower the output, because it is not worth to produce it anymore. Tree farming works in real life. Obviously it'll take little work ...
by Phantasm
Wed Jul 10, 2013 8:14 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330746

Re: [MOD 0.5.x] Treefarm v0.7.0

The cokery really feels like a cheat... Virtually free way to increase fuel value. It should make the fuel more compact and thus reduce the count in the process thus helping logistics. The fuel value actually lowers a bit in reality.
by Phantasm
Wed Jul 10, 2013 7:58 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 50092

Re: [MOD 0.5.x] Blueprints V0.5.2

Currently there is no global saving (eg. to another save game) and the copying doesn't save the state of assembly plants. Any chance for these to come in? Perhaps need for mod interface requests? Also the mod causes some odd behaviour with selecting and placement of stuff after using markers. Reload...
by Phantasm
Wed Jul 10, 2013 6:51 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 100049

Re: Fight

A bit old topic, but I really like this idea. However, it should be more of a generic power suit. It should also have improvements for production aspect. As not everyone wants to fight the enemy head on. Faster manufacturing of items, more storage, more movement speed, copy assistant (autofill blupr...
by Phantasm
Wed Jul 10, 2013 5:35 pm
Forum: Ideas and Suggestions
Topic: Area Limit on attack waves
Replies: 4
Views: 7330

Re: Area Limit on attack waves

Your suggestion for native anger levels was already discussed and I must say is verry good idea but it would require huge change in game dynamics which somehow I belive developers arent prepared to do at this moment. Current enemy is just a placeholder anyway... It remains to be seen what kind of r...
by Phantasm
Wed Jul 10, 2013 4:02 pm
Forum: Implemented mod requests
Topic: limit modification options or a file that shows limits
Replies: 3
Views: 4851

Re: limit modification options or a file that shows limits

There could be both hard and soft limit. Soft limits gets dynamically adjusted depending on what is used by current mods. While hard limit is some sanity limit that mods can't overdo to make the game borked or very slow. However, the hard limit should just limit the value instead of crashing when go...
by Phantasm
Wed Jul 10, 2013 3:57 pm
Forum: Ideas and Suggestions
Topic: Area Limit on attack waves
Replies: 4
Views: 7330

Re: Area Limit on attack waves

It shouldn't matter where the player is. What should matter is player bases and other built stuff. If you have mining base far away that transports stuff to your main base, it should get attacked just as well as your main base. The distance the natives are angered should depend from the size of you ...
by Phantasm
Wed Jul 10, 2013 3:39 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
Replies: 60
Views: 54179

Re: Super compact blue FACTORIES. Made by Kwiz and Vel-maste

Obviously this system isn't perfectly optimal use of the assemblies as you can only round to integers. In a larger system you could make it much more efficient. But still, designing such in minimalistic way would be much harder. For a quick system to do 4 blue factories compared to 4 of these, there...
by Phantasm
Wed Jul 10, 2013 8:33 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
Replies: 60
Views: 54179

Re: Super compact blue FACTORIES. Made by Kwiz and Vel-maste

To be completely fair, though, I see at least one trick that would not have worked on older versions, namely the way the second copper wire factory is fed (in both versions of your factory). This works because the hitbox of inserters has been reduced. Various things change from version to version. ...
by Phantasm
Tue Jul 09, 2013 9:00 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
Replies: 60
Views: 54179

0.5.3 Ultra compact blue factory

Inspired from vel-master's 14x17 factory, I made a bit of improvement into 13x15 size. Maximun production speed of blue assembly machine and only uses items that can be researched before making first blue factory. Iron plate belt has to be as shown while copper plate and coal belts don't care on whi...
by Phantasm
Mon Jul 08, 2013 8:29 am
Forum: Ideas and Suggestions
Topic: Small chest
Replies: 5
Views: 9494

Re: Small chest

That is to be able to use basic inserters to store factory output for easy picking to player. Currently it is only possible at the point where you have smart inserters as with normal ones you would be filling the whole large chest needlessly or using too slow inserters to get any real amount of ite...
by Phantasm
Sun Jul 07, 2013 3:29 pm
Forum: Ideas and Suggestions
Topic: Belt divider
Replies: 7
Views: 12797

Re: Belt divider

the filter inserter is pretty handy for that. It works, but is all but handy. If you have one normal belt with both sides at full capacity and you want a guaranteed split that no wrong goods ever enter the wrong side you have to use inserters on both sides instead of letting old belt continue for o...
by Phantasm
Sun Jul 07, 2013 2:07 pm
Forum: Ideas and Suggestions
Topic: Belt divider
Replies: 7
Views: 12797

Belt divider

Belts have two sides and it is often useful to have different items on each side. But currently it isn't possible to easily divide the lines into own belts. That sort of basic activity shouldn't need using filter inserters. As for the item, I suggest making a single square item that leaves one side ...
by Phantasm
Sun Jul 07, 2013 2:00 pm
Forum: Implemented Suggestions
Topic: Self-feeding/self-fueling burner inserter
Replies: 8
Views: 18640

Self-feeding/self-fueling burner inserter

It would be nice for burner inserters to be able to fuel themselves if they are moving coal or other fuel. Obviously you would have to insert the first item yourself still.
by Phantasm
Sun Jul 07, 2013 1:56 pm
Forum: Implemented Suggestions
Topic: Show item manufacture time
Replies: 3
Views: 6891

Show item manufacture time

Each item should show the manufacturing time cost required to make the item. Currently the time shown for raw materials is only to make the items leading to current.

It would be very useful for calculations to see the manufacturing time cost.
by Phantasm
Sun Jul 07, 2013 1:54 pm
Forum: Ideas and Suggestions
Topic: Small chest
Replies: 5
Views: 9494

Small chest

It would be nice to be able to have very small chest with storage size of 1. That is to be able to use basic inserters to store factory output for easy picking to player. Currently it is only possible at the point where you have smart inserters as with normal ones you would be filling the whole larg...

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