Search found 300 matches

by Marconos
Thu Aug 20, 2015 3:15 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4] [kovarex] Loading without mod crashes game
Replies: 1
Views: 1042

[0.12.4] [kovarex] Loading without mod crashes game

Loaded up my map without the one mod I use and the map crashes.

Mod Color-coding_1.0.2

link to save, log and mod

https://www.dropbox.com/s/bk4lrvm5uklbv ... h.zip?dl=0
by Marconos
Mon Aug 17, 2015 2:31 pm
Forum: Show your Creations
Topic: Look who's coming to dinner!!
Replies: 7
Views: 19480

Look who's coming to dinner!!

Edge of my 1 GW coal power plant. The neighbors keeping coming over uninvited, may have to go clean up the neighborhood a little.

Image

Full World fully zoomed out map view
Image
by Marconos
Mon Aug 17, 2015 2:10 pm
Forum: Ideas and Suggestions
Topic: World Generation Frustration
Replies: 5
Views: 3178

Re: World Generation Frustration

You are 100% correct. The worst part of the current terrain generation engine is it does not apply different rules to the starting area. The RSO mod attempts to do this but not sure it does it quite well enough (haven't played with it enough to say). They really need to make a starting area scale in...
by Marconos
Mon Aug 17, 2015 2:06 pm
Forum: Ideas and Suggestions
Topic: Memos for other player (or note to self)
Replies: 10
Views: 4899

Re: Memos for other player (or note to self)

That would be a great to have feature.
by Marconos
Mon Aug 17, 2015 2:01 pm
Forum: Balancing
Topic: Piercing rounds recipe should include regular rounds
Replies: 21
Views: 15718

Re: Piercing rounds recipe should include regular rounds

There is one resource that is finite: your time. The less efficient you are in using your raw materials, the more time you'll have to spend on expanding your mining operations, and the less you will get done. Leave the resource cost for the combat rebalance of 0.13, though. What I agree with OP on ...
by Marconos
Mon Aug 17, 2015 1:50 pm
Forum: Show your Creations
Topic: Deploying large scale mining operations?
Replies: 4
Views: 11035

Re: Deploying large scale mining operations?

I have been having the same issue but have gotten the process down quite efficiently with the new personal roboport. My Model: 1. LARGE blueprint that has a large amount of miners in it. 50 - 100 miner range. Stamp that down to cover the patch and since the excess don't get placed you just deconstru...
by Marconos
Fri Aug 14, 2015 6:57 pm
Forum: News
Topic: Friday Facts #99 - MP forwarding
Replies: 43
Views: 37596

Re: Friday Facts #99 - MP forwarding

Good updates, great to see the progress.

On the heat side of things, there is this new invention, only been around a couple of year .... air conditioning. Or is every home / office having A/C a US thing?
by Marconos
Fri Aug 14, 2015 3:01 pm
Forum: Ideas and Suggestions
Topic: MP: one player manually saves, everyone gets that save.
Replies: 4
Views: 1436

Re: MP: one player manually saves, everyone gets that save.

I really like this idea as well. The only exception would be if you are running a headless server.
by Marconos
Wed Aug 12, 2015 9:31 pm
Forum: Balancing
Topic: Comparison of end game costs (pre and post 0.12)
Replies: 5
Views: 11801

Re: Comparison of end game costs (pre and post 0.12)

We haven't seen the end game. This is just the 1st step to get you to the next step to get you to the step build / launch a spaceship.

As long as this requires a decent number of rockets to get to phase 2 / 3 I'm happy with these current resource requirements.
by Marconos
Wed Aug 12, 2015 9:30 pm
Forum: Ideas and Suggestions
Topic: Exclusion Chests / Inserters
Replies: 6
Views: 2132

Re: Exclusion Chests / Inserters

:D Process 30k+ iron and 30k+ copper / minute. YOu don't have time to run around filtering and nit picking it all.

I need automation!!! :D
by Marconos
Tue Aug 11, 2015 5:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0][Twinsen] Miscolored text at times
Replies: 19
Views: 9841

Re: [0.12.0][Twinsen] Miscolored text at times

I have seen this as well. I will try running with the logging turned on to hopefully catch this issue.
by Marconos
Tue Aug 11, 2015 5:49 pm
Forum: Ideas and Suggestions
Topic: Exclusion Chests / Inserters
Replies: 6
Views: 2132

Re: Exclusion Chests / Inserters

What exactly do you mean by: "Extra stuff"? And exactly because it's a niche feature, I'm sure you can find different ways to solve that issue. You can find other ways but they are horrible. Example of extra stuff: You have an unloading station that is bot driven. That unloading stations ...
by Marconos
Tue Aug 11, 2015 4:23 pm
Forum: Ideas and Suggestions
Topic: Exclusion Chests / Inserters
Replies: 6
Views: 2132

Exclusion Chests / Inserters

Simple Concept (not sure how easy to implement). A simple setting on inserter to move all items BUT what is specified. A chest setting to request all items EXCEPT what is specified. Areas where this can be used greatly is in remote outposts where you want to unload all the "extra" stuff in...
by Marconos
Tue Aug 11, 2015 4:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.x thru 0.12.3] Improper train routing
Replies: 8
Views: 8857

[0.11.x thru 0.12.3] Improper train routing

1. Create 2 - 4 stations with the same name. 2. Create a train with 1 station in it's routing list set to the name created in step 1 3. Create additional train stations that will be used for other trains to route through 4. Create enough trains with no stops in them and park them in front of the all...
by Marconos
Sun Aug 09, 2015 3:32 pm
Forum: Resolved Problems and Bugs
Topic: Tree not auto-marked for removal when forcing blueprint
Replies: 4
Views: 5399

Re: Tree not auto-marked for removal when forcing blueprint

Can confirm, force placing worked better in 12.2 than in 12.3.
by Marconos
Sun Aug 09, 2015 3:23 pm
Forum: Ideas and Suggestions
Topic: Temporary roboport capsule
Replies: 4
Views: 2668

Re: Temporary roboport capsule

I'm not really seeing the need for this. You can expand your personal roboport coverage by adding more ports.
by Marconos
Thu Aug 06, 2015 7:56 pm
Forum: Ideas and Suggestions
Topic: Modules for the Roboport
Replies: 3
Views: 8428

Re: Modules for the Roboport

Interesting concepts. I actually would prefer module slots be set in them to designate zones or other ports / chests that they work with. Having them all in the same network is quite limiting in many configurations.
by Marconos
Thu Aug 06, 2015 7:53 pm
Forum: Ideas and Suggestions
Topic: Highlight depleted miners
Replies: 8
Views: 2748

Re: Highlight depleted miners

I like this idea, maybe color the ground under them or something?
by Marconos
Wed Aug 05, 2015 6:01 pm
Forum: Balancing
Topic: Rockets need a small buff.
Replies: 19
Views: 24338

Re: Rockets need a small buff.

If you work with the assumption that some nests are just TOO big to face head on, a "sniper" variant of weapon makes a lot of sense. The rocket launcher would be well suited in this capacity, since the projectiles are fairly expensive and not terribly efficient otherwise. I have yet to ru...
by Marconos
Mon Aug 03, 2015 11:15 pm
Forum: Ideas and Suggestions
Topic: Rail that pathfinding sees as 100 units long instead of 1
Replies: 17
Views: 6362

Re: Rail that pathfinding sees as 100 units long instead of 1

I like the concept of setting "rail yard" areas separate from main lines. If we had some way to make a section as a railyard entrance then a train just doesn't route through that section unless it needs a location in that railyard.

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