Search found 55 matches
- Sun Dec 06, 2020 4:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Autopilot walking
- Replies: 1
- Views: 549
Autopilot walking
Hi, sometimes you are far out on that outpost. And you could walk back to the base by autopilot. While that you could check recipes, FNE§I, Helmod and so on. But you cant because you have to maneuver all the time with WASD. Trains can be moved by temporary stations. Spiderbots can be moved by remote...
- Wed Nov 18, 2020 4:58 pm
- Forum: Technical Help
- Topic: Low quality icons for items and science.
- Replies: 9
- Views: 1275
Re: Low quality icons for items and science.
Thank you for your analysis.
The Intel Graphics control panel has 3 settings under "3D".
Performance Balance Quality
| | |
I switched from Balance to Performance. With going back to balanced the blurriness went away.
The Intel Graphics control panel has 3 settings under "3D".
Performance Balance Quality
| | |
I switched from Balance to Performance. With going back to balanced the blurriness went away.
- Wed Nov 18, 2020 1:23 pm
- Forum: Technical Help
- Topic: Low quality icons for items and science.
- Replies: 9
- Views: 1275
Re: Low quality icons for items and science.
I updated the drivers.
That can be the issue for the blurryness.
I remember to put a slide onto PERFORMANCE for FPS instead of quality. I reseted it and will be testing it soon.
I dont use low power options and have the charger always on the laptop.
That can be the issue for the blurryness.
I remember to put a slide onto PERFORMANCE for FPS instead of quality. I reseted it and will be testing it soon.
I dont use low power options and have the charger always on the laptop.
- Mon Nov 16, 2020 11:35 am
- Forum: Technical Help
- Topic: Low quality icons for items and science.
- Replies: 9
- Views: 1275
Re: Low quality icons for items and science.
Here is the log file attached.
- Mon Nov 16, 2020 2:09 am
- Forum: Technical Help
- Topic: Low quality icons for items and science.
- Replies: 9
- Views: 1275
Re: Low quality icons for items and science.
It run for years on this setup without this issue. I havent changed hardware at all. Not even the mouse.
- Sun Nov 15, 2020 10:56 pm
- Forum: Technical Help
- Topic: Low quality icons for items and science.
- Replies: 9
- Views: 1275
Re: Low quality icons for items and science.
GUI size is on 100% and wasn´t touched for a loooong time.
The screenies show the blurred icons. The text is all fine.
In the options window, the blue tooltips icons are blurry. But the text is all fine.
The screenies show the blurred icons. The text is all fine.
In the options window, the blue tooltips icons are blurry. But the text is all fine.
- Sun Nov 15, 2020 10:00 pm
- Forum: Technical Help
- Topic: Low quality icons for items and science.
- Replies: 9
- Views: 1275
Low quality icons for items and science.
Hi, I play on a 1366x768 screen to which I connect my laptop. I was playing with sharp graphics. Then I visited my parents and played on a connected 1440x900 screen. There the icons and went dull and blurry. I think I upgraded mods. Then back at home on 1366x768 the items are still dull and blurry. ...
- Sun Nov 15, 2020 9:53 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 70570
Re: Friday Facts #363 - 1.1 is getting close
On "Character tab removal" Hi, I have some feedback and suggestions on the rework of the tabs behind the "e" key. Right now I play Space Exploration (SE). The mod has more items then Vanilla. To place or change a logistic request, I frenquently have to search for the spot, if the...
- Thu Nov 12, 2020 5:54 pm
- Forum: Gameplay Help
- Topic: How to get into sandbox mode for mall building?
- Replies: 3
- Views: 645
How to get into sandbox mode for mall building?
Hi,
I want to do a mall for Space Exploration.
how to get into that creative sandbox mode, where special underground belts put out recources?
I want to do a mall for Space Exploration.
how to get into that creative sandbox mode, where special underground belts put out recources?
- Tue Apr 28, 2020 8:18 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 282
- Views: 93365
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
I really enjoy this mod since I have discovered it 2 years ago. But I think I still dont use its full potential. Is there a complete manual out there for it? I have the issue that I dont know how to add up all the max. needed resources of the production I build up over time. It would be nice if I co...
- Tue Apr 28, 2020 8:06 pm
- Forum: Mods
- Topic: Production capacity, consumption and overall not used production
- Replies: 1
- Views: 541
Production capacity, consumption and overall not used production
Hi there, is there a chance to track production capacity and consumption capacity? Other then a sheet of paper. That would be good for planning. As otherwise you only notice that you are low on production, when your feeding belts get empty. Im looking for a mod. the closest solution I have is, use h...
- Mon Nov 25, 2019 5:41 pm
- Forum: General discussion
- Topic: What would be an OCD approved network for a basic structure of Roboports, large Powerpoles and Radar?
- Replies: 2
- Views: 1542
What would be an OCD approved network for a basic structure of Roboports, large Powerpoles and Radar?
Hi,
I just started out on anothe PY mods run. I´m still in the pre bus phase.
How would you create a network of large power poles, radar and roboports to cover the entire map?
I would go with max power pole range and max Roboport coverage. With radar also. Basically to save on resources.
I just started out on anothe PY mods run. I´m still in the pre bus phase.
How would you create a network of large power poles, radar and roboports to cover the entire map?
I would go with max power pole range and max Roboport coverage. With radar also. Basically to save on resources.
- Sun Nov 24, 2019 2:40 am
- Forum: Mods
- Topic: [0.17] Attach Notes - to blueprints and entities
- Replies: 38
- Views: 11536
Re: [0.17] Attach Notes - to blueprints and entities
Several seconds after removing a notes table from the map, a crash happened and this text popped up. The mod Attach Notes caused a non-recoverable error. Please report this error to the mod author. Error while running event attach-notes::on_selected_entity_changed (ID 52) Unknown sprite "item/k...
- Thu Oct 10, 2019 8:43 pm
- Forum: DyWorld
- Topic: The mod needs valves very badly.
- Replies: 2
- Views: 1553
Re: The mod needs valves very badly.
Yes. I used a pump and a tank.
Blue science needs 6 steel belts full of silver plate, if you want half a stone belt full of blue science.
I have set up 3 silver belts so far with a dedicated silver production for Blue Science (the solar panels).
Blue science needs 6 steel belts full of silver plate, if you want half a stone belt full of blue science.
I have set up 3 silver belts so far with a dedicated silver production for Blue Science (the solar panels).
- Thu Oct 10, 2019 8:40 pm
- Forum: DyWorld
- Topic: How to get water warmer for Advanced tree farming?
- Replies: 1
- Views: 1379
How to get water warmer for Advanced tree farming?
How?
I cant find anything to get water from 15°C to 25°C to meet the requirements for Advanced tree farming.
I cant find anything to get water from 15°C to 25°C to meet the requirements for Advanced tree farming.
- Fri Oct 04, 2019 11:45 am
- Forum: DyWorld
- Topic: Stack sizes
- Replies: 0
- Views: 1017
Stack sizes
Hi, I think that the stack sizes for some items are too high. Like for assemblers and some DyWorld specific structures. Assemblers stack to 200. While this helps with inventory size, it takes alot of recources in the early game. Inventory size is not much of an issue, as with the experience system, ...
- Fri Oct 04, 2019 11:29 am
- Forum: DyWorld
- Topic: The mod needs valves very badly.
- Replies: 2
- Views: 1553
The mod needs valves very badly.
I have set up plate production from molten iron, molten copper, molten nickel etc. From the slag processing there are additional molten metals left over. I want to put thoose in a leftovers fluid bus. So that they are processed at the plant for iron, copper, Nickel plate and so on. But the copper sm...
- Fri Oct 04, 2019 11:21 am
- Forum: DyWorld
- Topic: how to calculate ammount of Heat Pipe heaters?
- Replies: 2
- Views: 1538
Re: how to calculate ammount of Heat Pipe heaters?
Thank you.
I figured it out now.
Neighboubonus, Efficiency..... it is still not easy to make the right numbers appear easily in your face in Factorio.
I figured it out now.
Neighboubonus, Efficiency..... it is still not easy to make the right numbers appear easily in your face in Factorio.
- Thu Oct 03, 2019 6:58 pm
- Forum: DyWorld
- Topic: how to calculate ammount of Heat Pipe heaters?
- Replies: 2
- Views: 1538
how to calculate ammount of Heat Pipe heaters?
Hi,
the offshore pump can handle 50 iron steam turbiness and 25 heat exchangers. 1200 l/sec / 24 l/s. But how to calculate the number of needed heat pipe heaters? So that the heat exchangers have enough energy to fuel the power set.
the offshore pump can handle 50 iron steam turbiness and 25 heat exchangers. 1200 l/sec / 24 l/s. But how to calculate the number of needed heat pipe heaters? So that the heat exchangers have enough energy to fuel the power set.
- Sat Sep 21, 2019 6:30 pm
- Forum: General discussion
- Topic: Research Que Activation
- Replies: 8
- Views: 1781
Re: Research Que Activation
Thank You.
So i can only set this before I start a game?
So i can only set this before I start a game?