Search found 89 matches

by Linosaurus
Sun Jul 05, 2015 11:39 am
Forum: Ideas and Suggestions
Topic: Better Power Generation Indicators
Replies: 10
Views: 5225

Re: Better Power Generation Indicators

P.S. For an even simpler readout, you could even combine the Max Output Capacity (Production) bar with the Consumption bar into just one bar, where the total length of the bar shows the Max Output Capacity, while the bar fills up to show the percentage that is currently being consumed. That's what ...
by Linosaurus
Sun Jul 05, 2015 11:26 am
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16456

Re: Safe Rail Crossing

In my opinion the gates shouldn't stop trains from passing. So if the gates are open the train will still pass this rail section. It shouldn't be a completely secure crossing but it should warn a player in advance that there is a train coming. I see. That could work too. I personally would not find...
by Linosaurus
Sat Jul 04, 2015 8:12 pm
Forum: Mods
Topic: Attacks
Replies: 11
Views: 14003

Re: Attacks

If the expansion is outside your pollution cloud and doesn't make any pollution itself, then there will be almost no attacks unless some biter nests are very near. For a mining expansion you cannot avoid having some pollution, but if you put 3x efficiency I module in each electric miner, the polluti...
by Linosaurus
Sat Jul 04, 2015 8:05 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16456

Re: Safe Rail Crossing

This is a great idea. And of course while the gates are open no train enters this section.

You'd slow the train network down if you often ran around near the gates uselessly, but it'd be worth it.
by Linosaurus
Sat Jul 04, 2015 8:02 pm
Forum: Resolved Problems and Bugs
Topic: Minor bug: Console/chat breaks when autosave is triggered
Replies: 6
Views: 4116

Re: Minor bug: Console/chat breaks when autosave is triggered

Oxyd wrote:I also fixed the related issue with your deconstruction planner and blueprint being cancelled when the autosave dialog shows up whilst you're still dragging.
Awesome! This was annoying me a little.
by Linosaurus
Sat Jul 04, 2015 7:54 pm
Forum: Implemented Suggestions
Topic: Blueprint catalogue (instead of putting BPs in inventory)
Replies: 28
Views: 11328

Re: Blueprint catalogue (instead of putting BPs in inventory)

bobucles wrote:Edit: Is there a way to force a blueprint if something is blocking it?
Not sure if this is what you mean, but you can shift-click and it will place all the buildings in the blueprint that are not blocked. It was added in patch 0.11 I think, that was declared stable a few months ago.
by Linosaurus
Mon Jun 22, 2015 5:29 am
Forum: General discussion
Topic: What modules should you put in a smelting setup w/ beacons?
Replies: 11
Views: 52539

Re: What modules should you put in a smelting setup w/ beacons?

Why do you have so many beacons next to your furnaces, isn't it more cost efficient to have more furnaces MeduSalem? Well, with 6 beacons per furnace, you get +270% speed. With 1 beacon, you get +20% speed. 3.7/1.2 = 3.08. So each furnace has three times as much throughput. That's why fewer beacons...
by Linosaurus
Sun Jun 14, 2015 10:05 am
Forum: Ideas and Suggestions
Topic: Bot Exclusion Zones
Replies: 19
Views: 21752

Re: Bot Exclusion Zones

Exclusion zones might be almost as expensive to pathfind as always staying inside the roboport area. Though one straightforward method for bot ai comes to mind. Check if the goal is in range with current energy level and speed upgrades. This is hopefully trivially fast. If not, go through ALL the ro...
by Linosaurus
Thu Jun 11, 2015 5:56 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 100269

Re: Fight

Random idea. An artillery piece that launches destroyer capsules. You'd need a way to coordinate firing several of them at the same time, because too few will just get destroyed. They could fly around randomly around the area they were launched to, to let all the nearby spitters take a shot. And als...

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