Search found 300 matches

by Marconos
Sat Feb 07, 2015 4:04 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15].Sleeping inserters have power after removal
Replies: 3
Views: 1146

Re: [0.11.15].Sleeping inserters not waking up

Further testing has shown that smart inserters that only have a filter go to sleep at train stations and don't wake up. Not sure how to recreate this but the setup I have is. Train Stop Engine + 1 Car train 5 smart inserters / side of the car Back two smart inserters stopped inserting items after aw...
by Marconos
Sat Feb 07, 2015 12:03 am
Forum: General discussion
Topic: Great looking game.
Replies: 1
Views: 2117

Re: Great looking game.

I must say, I really enjoyed how he did the review.

Too bad he didn't show a video of where you would be at 20 hours in with bots flying around trains running etc.
by Marconos
Fri Feb 06, 2015 10:44 pm
Forum: News
Topic: Friday Facts #72 - Back to the cold
Replies: 17
Views: 24403

Re: Friday Facts #72 Back to the cold

Cold, bah it was -23 C (-11 F for us heathens in the US) this week in the morning. Keep up the great work guys. It is appreciated and these updates are excellent on keeping us abreast at what is happening. So far I have gotten 3 more people playing the game. Now to get more. Really curious to see ho...
by Marconos
Fri Feb 06, 2015 1:18 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15].Sleeping inserters have power after removal
Replies: 3
Views: 1146

[0.11.15].Sleeping inserters have power after removal

Place down an inserter and a chest for it to take parts from. Inserter is blinking it needs power. Apply power to inserter. Blinking about needing power goes away. Remove power, inserter does not blink Remove chest Inserter now start blinking Essentially sleeping inserters do not wake on removal of ...
by Marconos
Wed Feb 04, 2015 10:26 pm
Forum: Releases
Topic: Version 0.11.15
Replies: 58
Views: 62062

Re: Version 0.11.15

SuperSandro2000 wrote:
kovarex wrote:
Marconos wrote:Game is getting quite stable. I feel a release version SOONtm
End of February is possible.
We need the endgame features! Before they are not done nothing is releasing! And better modding is also needed.
I was referring to the 0.11.x stable release and moving on to 0.12 and new features ;)
by Marconos
Wed Feb 04, 2015 6:39 pm
Forum: General discussion
Topic: Little things I love about the game
Replies: 10
Views: 4598

Re: Little things I love about the game

Agree about these two. Don't care to admit how many times I've shot up my own stuff trying to pause or unpause the game with shift+space. I don't use the car much because constantly repairing it is a pain. Would be nice if it was invulnerable to collisions apart from with worms/biters and worm/bite...
by Marconos
Wed Feb 04, 2015 6:10 pm
Forum: Releases
Topic: Version 0.11.15
Replies: 58
Views: 62062

Re: Version 0.11.15

Game is getting quite stable. I feel a release version SOONtm
by Marconos
Tue Feb 03, 2015 10:17 pm
Forum: Balancing
Topic: gun vs laser turret balance: play around with range
Replies: 21
Views: 21288

Re: gun vs laser turret balance: play around with range

I have a base that is at rocket defense where I never researched lasers. All I have is gun turrets. The map is maxed out on biters size and quantity. I had no problem going through the map and the gun turrets eat the biters and spitters no problem. Be aware the gun turret DO outrange the spitters, a...
by Marconos
Tue Feb 03, 2015 1:46 am
Forum: Ideas and Suggestions
Topic: Fighting with progress
Replies: 7
Views: 2849

Re: Fighting with progress

I know that a mod like for example dytech offers more difficult biters, but I would approach this without game changing modifications. The current issues with fight I have are: 1. The biters are predictable, they always follow the same path 2. Once you destroyed nearby bases, you have no further at...
by Marconos
Tue Feb 03, 2015 1:27 am
Forum: General discussion
Topic: Game stops for autosave - thoughts?
Replies: 33
Views: 14385

Re: Game stops for autosave - thoughts?

Actually you can without having 2 full world game states. It would involve some versioning logic to stamp the save values versus the current values and they would diverge from each other as things that are in the current state update while the save is going. Then removing the stamped version after ...
by Marconos
Mon Feb 02, 2015 9:47 pm
Forum: General discussion
Topic: Game stops for autosave - thoughts?
Replies: 33
Views: 14385

Re: Game stops for autosave - thoughts?

Better option .. make autosaves in a separate thread so they don't stop your game play. I would also like to point out that this could potentially be a real pain in the arse to implement, but hey, I wouldn't have to do it :D Auto-saves and normal saves *do* happen in a different thread. That doesn'...
by Marconos
Mon Feb 02, 2015 9:34 pm
Forum: General discussion
Topic: Game stops for autosave - thoughts?
Replies: 33
Views: 14385

Re: Game stops for autosave - thoughts?

Better option .. make autosaves in a separate thread so they don't stop your game play. I would also like to point out that this could potentially be a real pain in the arse to implement, but hey, I wouldn't have to do it :D
by Marconos
Mon Feb 02, 2015 6:01 pm
Forum: General discussion
Topic: That moment when,
Replies: 69
Views: 38352

Re: That moment when,

That moment, when... ... you realise that the oil transportation by train used the only test-barrel you created for over an hour, because biters distracted you from building the barrel production :D Or my model ... where you automate production of barrels and filling / loading /etc and forget to va...
by Marconos
Mon Feb 02, 2015 5:41 pm
Forum: News
Topic: Friday Facts #71 - To the stars
Replies: 61
Views: 45396

Re: Friday Facts #71 To the stars

As long as the new building need like 100 Rocket defense units to make .... that would be epic.
by Marconos
Mon Feb 02, 2015 5:13 am
Forum: Show your Creations
Topic: Rocket Defense Assembling Facility
Replies: 42
Views: 30349

Re: Rocket Defense Assembling Facility

I finished my current map challenge (no solar, no accumulators, no lasers) with very high bugs. Was great fun but now on to what I think is a bigger challenge. I'm going to try and see how close I can get to a RDF of 10 / hour to start. Depending on how that goes I may go larger. Map settings that I...
by Marconos
Sat Jan 31, 2015 5:07 am
Forum: Gameplay Help
Topic: Calculate Time for production?
Replies: 10
Views: 19566

Re: Calculate Time for production?

Awesome thanks, I kinda figured on the production ones but the mining ones were throwing me for a loop.
by Marconos
Sat Jan 31, 2015 3:53 am
Forum: Gameplay Help
Topic: Calculate Time for production?
Replies: 10
Views: 19566

Calculate Time for production?

So I'm trying to accurately calculate mining times and production times. The displayed values don't match what I'm seeing with production values. Example: Iron ore mining -- 2 seconds to mine, electric mining drill says .5 mining speed. Shouldn't that mean it's at 50% speed so 3 seconds to mine wher...
by Marconos
Fri Jan 30, 2015 10:46 pm
Forum: General discussion
Topic: (How) Does mod content get added to vanilla?
Replies: 7
Views: 3258

Re: (How) Does mod content get added to vanilla?

Agree with Gandalf, love what you posted kovarex. The fact you are looking at mods and items that can be added and part of the base game is great.
by Marconos
Fri Jan 30, 2015 5:44 pm
Forum: General discussion
Topic: (How) Does mod content get added to vanilla?
Replies: 7
Views: 3258

Re: (How) Does mod content get added to vanilla?

I'm one of those payers that prefer things in the base fame rather than a mod. To me modes should be more about fundamental changes in how the game is played, not basic items. Mod type things are super fast trains, many variants of base items, tons of other resources, specialized production items or...
by Marconos
Thu Jan 29, 2015 10:30 pm
Forum: Ideas and Suggestions
Topic: Destroyed / Created Items total
Replies: 0
Views: 581

Destroyed / Created Items total

When you finish a game it would be great to know how much you crafted of each item.

How many items were destroyed etc.

I would love to see how many clips I go through in a game.

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