Search found 178 matches

by Khyron
Mon Sep 15, 2014 8:02 am
Forum: General discussion
Topic: How big is your save game folder?
Replies: 13
Views: 5749

Re: How big is your save game folder?

1.21 Gigabytes. Great Scott!

Image
by Khyron
Mon Sep 15, 2014 7:57 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35649

Re: Removing walls above resources

Nice to see this idea brought back from the dead :D but I'm not sure why it has been stickied...?
by Khyron
Mon Sep 15, 2014 7:51 am
Forum: Ideas and Suggestions
Topic: Suggestion about inserters
Replies: 8
Views: 3168

Re: Suggestion about inserters

@OP I'll be honest and say I didn't read your whole post. But I have read a number of posts like this. The general idea is: a device (inserter, logistics drone, chest, whatever) has some basic, hard-coded functionality which results in certain behavioural traits, such as inserters preferring to take...
by Khyron
Wed Sep 03, 2014 2:45 pm
Forum: Gameplay Help
Topic: How do you build a filter?
Replies: 8
Views: 9490

Re: How do you build a filter?

@TenNeon I would say it's not strictly possible to create a filter/sorter that meets the requirements you've set out. Smart Inserters use a whitelist and there's no blacklist functionality in the game. Consequently, any mechanism simulating a blacklist by taking the complement of the whitelist is vu...
by Khyron
Wed Sep 03, 2014 12:42 pm
Forum: Ideas and Suggestions
Topic: Solid lubricant and portable water production
Replies: 6
Views: 4377

Re: Solid lubricant and portable water production

I agree with arl85 on the challenge of the game aspect. The oil industry is initially daunting but once you understand the whole system it's painfully easy. I'd rather see new challenges added than existing challenges made easier. Besides, lubricant is basically only needed for drones and express be...
by Khyron
Wed Sep 03, 2014 12:14 pm
Forum: Ideas and Suggestions
Topic: Chest unload logistic
Replies: 6
Views: 3129

Re: Chest unload logistic

@paschn I would like to see this behaviour added but I'm doubtful the devs will go for it. IMHO the best work-around is to manually remove the supplying inserter until the chest is completely emptied. Then, when you notice your factory has ground to a halt because the box is empty, you put the suppl...
by Khyron
Mon Sep 01, 2014 6:40 am
Forum: Ideas and Suggestions
Topic: Liquid splitter
Replies: 14
Views: 8324

Re: Liquid splitter

This can be done using two pumps. In the picture below, both storage tanks fill equally. http://i.imgur.com/glkmZFE.png Edit: Didn't see the second page of posts before I replied... Pumps don't split evenly, they pull all the fluid up to a fixed amount (0.5 'units'). The problem with that is most fl...
by Khyron
Mon Sep 01, 2014 6:23 am
Forum: Ideas and Suggestions
Topic: new splitter / slider idea
Replies: 6
Views: 3420

Re: new splitter / slider idea

Weigh the cost of adding 9 new game objects (RHS, LHS, Balancer @ Normal, Fast and Express) against the fact that we can already achieve these outcomes with a small number of belts. This is absolutely not needed in the base game. If you want to make this as a mod, feel free. If you don't want to mak...
by Khyron
Sun Aug 31, 2014 2:09 pm
Forum: Implemented Suggestions
Topic: Always keep one in Storage Chest
Replies: 6
Views: 2614

Re: Always keep one in Storage Chest

@SHiRKiT
Hey, can you explain the problem more clearly? I don't understand how that solution will help.
by Khyron
Wed Aug 20, 2014 3:52 am
Forum: General discussion
Topic: Can I truly trust these developers?
Replies: 21
Views: 7016

Re: Can I truly trust these developers?

OPs comments suggest he is considering purchasing the game based on what it eventually might become rather than what it currently is. There is no way to guarantee this, even if the developers have the best of intentions. My advice is that you buy the game based on what it currently is. In my opinion...
by Khyron
Mon Aug 18, 2014 8:19 am
Forum: Implemented Suggestions
Topic: Barrels as universal liquid containers/Barreling all fluids
Replies: 11
Views: 6135

Re: Barrels as universal liquid containers

+1

I'm sure this has been requested and discussed before but I'm damned if I can find other posts about it. If anybody can find some I'll add this to the frequently suggested ideas.
by Khyron
Mon Aug 11, 2014 7:47 am
Forum: General discussion
Topic: Inserter Power Efficiency
Replies: 6
Views: 10141

Re: Inserter Power Efficiency

Those results... this seems strange to the point of asking: is this "working as designed"?
by Khyron
Sun Aug 10, 2014 12:19 pm
Forum: Ideas and Suggestions
Topic: Outpost logistics
Replies: 25
Views: 19481

Re: Outpost logistics

Khyron, that are very good suggestions. Thanks, ssilk :) Those suggestions I think others have made (nothing new around here :lol: ) and they're also just evolutionary ideas rather than revolutionary. Not sure which I'd prefer. For now, those ideas would satisfy me. With the power: You can place bi...
by Khyron
Sun Aug 10, 2014 11:48 am
Forum: Implemented Suggestions
Topic: Filtered deconstruction
Replies: 5
Views: 3251

Re: Filtered deconstruction

+1 this could be great.

Especially if there was an option to only deconstruct things within current roboport range. I hate seeing trees outside roboport range with the red x... I feel compelled to go cut them down by hand >_<
by Khyron
Sun Aug 10, 2014 5:53 am
Forum: Ideas and Suggestions
Topic: Outpost logistics
Replies: 25
Views: 19481

Re: Outpost logistics

The way I currently handle new outposts is to take everything I need, travel by car and the first thing I build is the roboport. I usually throw down a few solar/accu sets to power the robo. Then I clear forest with the robo. After that I expand the solar/accu array with robos. I tend to build minin...
by Khyron
Fri Aug 08, 2014 4:23 pm
Forum: Gameplay Help
Topic: Logistics Network/Robots needs new priorities
Replies: 13
Views: 6097

Re: Logistics Network/Robots needs new priorities

@Sharidan
It would be strange if you took all that time doing testing and then all that time writing out those massive forum posts to quickly dismiss any answers given to you.
by Khyron
Fri Aug 08, 2014 3:40 pm
Forum: Gameplay Help
Topic: Logistics Network/Robots needs new priorities
Replies: 13
Views: 6097

Re: Logistics Network/Robots needs new priorities

@Sharidan I'm not sure if that was for me, but my suggestion does not include the use of red/green wires. Edit: The major problem with the robots / chests in their current design is how they choose which chest to pickup items from. I think I disagree at a philosophical level. I would prefer drones c...
by Khyron
Fri Aug 08, 2014 3:16 pm
Forum: Gameplay Help
Topic: Logistics Network/Robots needs new priorities
Replies: 13
Views: 6097

Re: Logistics Network/Robots needs new priorities

Problem: Overproduction caused by logistics network / logistics / construction robots choosing to pickup from production provider chests, rather than picking up from storage chests. Solution: Use smart inserter to throttle the production of items entering the logistics network. Result: I now have s...
by Khyron
Tue Aug 05, 2014 9:50 pm
Forum: Ideas and Suggestions
Topic: Connecting two chest for ignoring a request
Replies: 39
Views: 15205

Re: Connecting two chest for ignoring a request

Sorry Josh, I thought you were deliberately being cheeky. It wasn't my intention to upset you. I'll try and clear up a few things. In my mind there are only four things the logistics network does for you: Bring items to the player Bring items to assembly machines Build/rebuild/deconstruct sections o...
by Khyron
Tue Aug 05, 2014 2:41 pm
Forum: Ideas and Suggestions
Topic: Connecting two chest for ignoring a request
Replies: 39
Views: 15205

Re: Connecting two chest for ignoring a request

The biggest problems that come to mind: the false sum of items for the logistic info in smart inserters. If they are delivered to a requester at the border, they are not visible anymore. The internal logistic has to be finetuned every time a new small logistic network is set up f.e. multiple solar ...

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