Search found 7 matches
- Thu Oct 31, 2024 10:47 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1988
- Views: 736681
Re: Simple Questions and Short Answers
Wonderful, many many thanks! I did not notice it.
- Thu Oct 31, 2024 9:45 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1988
- Views: 736681
Re: Simple Questions and Short Answers
How does one check the electrical consumption & production on a space platform without sending a power pole to space ?
- Wed Oct 23, 2024 11:01 am
- Forum: Ideas and Suggestions
- Topic: Visually differentiate between a technology possible to add in queue and a technology already in queue
- Replies: 3
- Views: 346
Visually differentiate between a technology possible to add in queue and a technology already in queue
TL;DR
I would like a different color to be used for techs already in research queue and techs not in queue.
What ?
It is possible to queue technologies, even when their pre-requisites are not yet research, as long as their prerequisites are in the research queue.
However, I have trouble ...
I would like a different color to be used for techs already in research queue and techs not in queue.
What ?
It is possible to queue technologies, even when their pre-requisites are not yet research, as long as their prerequisites are in the research queue.
However, I have trouble ...
- Wed Oct 23, 2024 10:41 am
- Forum: Duplicates
- Topic: [2.0.9] Red + Green Wire buttons visible on a new game
- Replies: 1
- Views: 243
[2.0.9] Red + Green Wire buttons visible on a new game
Hi,
I understand it is intended to have these buttons visible only after research is completed. However, if you unlock the buttons on a game, any subsequently created games will have those buttons visible from the start.
Steps to reproduce :
- Research combinators on your game
- Create a new game ...
I understand it is intended to have these buttons visible only after research is completed. However, if you unlock the buttons on a game, any subsequently created games will have those buttons visible from the start.
Steps to reproduce :
- Research combinators on your game
- Create a new game ...
- Sat Aug 08, 2020 8:13 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.18.45] Uranium electric drill ghost
- Replies: 2
- Views: 2418
[kovarex] [0.18.45] Uranium electric drill ghost
Hello,
When placing an electric drill over uranium, it properly changes to the "uranium mining" type of drill. However, the placed ghost is still the normal electric drill ghost. Not sure if this is intended, but it seems strange to me.
To reproduce : ghost-place an electric drill over an uranium ...
When placing an electric drill over uranium, it properly changes to the "uranium mining" type of drill. However, the placed ghost is still the normal electric drill ghost. Not sure if this is intended, but it seems strange to me.
To reproduce : ghost-place an electric drill over an uranium ...
- Mon Aug 03, 2020 12:40 pm
- Forum: Gameplay Help
- Topic: Combinator magic help ?
- Replies: 3
- Views: 1559
Re: Combinator magic help ?
Yes, indeed. That is why the "modulo" operation I have at the end returns -1. And my "workaround" is indeed the solution to my problem. Thanks !
- Mon Aug 03, 2020 8:45 am
- Forum: Gameplay Help
- Topic: Combinator magic help ?
- Replies: 3
- Views: 1559
Combinator magic help ?
Hello everyone! Going back to the game after a long pause, and I have a bit of an issue regarding some combinator magic. Not sure if this is something I dont understand or a bug ?
I use arithmetic combinators to transfer 32 1-bit messages on one combinator signal.
This is a simplified yet ...
I use arithmetic combinators to transfer 32 1-bit messages on one combinator signal.
This is a simplified yet ...