Search found 10 matches

by hecktarzuli
Thu Jul 04, 2024 5:47 pm
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 101
Views: 19306

Re: Friday Facts #417 - Space Age development

The last photo doesn't make sense. With beacon overload having that many beacons around silos should disable all of them (or something)
by hecktarzuli
Tue Jul 02, 2024 2:31 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 811
Views: 152803

Re: Friday Facts #375 - Quality

My main beef is the graphics. They are nice and simple, but I really don't like how they poison the beautiful graphics in the game (and yes I also wish alt-mode was more integrated into the graphics somehow too).

I'd rather see a single colored dot, or maybe just colorize the object instead.
by hecktarzuli
Tue Jun 25, 2024 3:26 pm
Forum: Ideas and Suggestions
Topic: Out of range personal construction bots shouldn't be assigned new construction jobs
Replies: 1
Views: 120

Out of range personal construction bots shouldn't be assigned new construction jobs

TL;DR Out of range personal construction bots shouldn't be assigned new construction jobs What ? Every once and a while I'll either outrun a personal construction bot, or leave one behind and it enters low-power mode. It's super annoying to have new jobs assigned to a bot that isn't anywhere near w...
by hecktarzuli
Tue Jun 25, 2024 3:06 pm
Forum: Duplicates
Topic: Out of range personal construction bots are still assigned jobs
Replies: 4
Views: 239

Re: Out of range personal construction bots are still assigned jobs

Yeah I certainly wouldn't want it to attempt to calculate the time a robot to has to come back.. I think both of my ideas are much better IMHO.

I think I'll move this to Ideas & Suggestions, viewtopic.php?f=6&t=114025
by hecktarzuli
Tue Jun 25, 2024 1:27 pm
Forum: Duplicates
Topic: Out of range personal construction bots are still assigned jobs
Replies: 4
Views: 239

Out of range personal construction bots are still assigned jobs

I had an issue yesterday where I was running around in my car, bumping into things etc.. and one of my personal construction bots got out and fixed it, but I drove away too soon before it could dock. Then, much further away as I was trying to create a bunch of train tracks, 1 track tile would magica...
by hecktarzuli
Fri Jul 01, 2022 4:26 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1765

Re: Nuclear Reactor Copy-Recipe Wrong

Ah, so it just happens that Reactor only accepts 1 fuel, but since it's in the same class as burners like the boiler (which accepts more than 1) then it wouldn't make sense to do that for the reactor. Gotcha, thanks!
by hecktarzuli
Fri Jul 01, 2022 3:52 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1765

Re: Nuclear Reactor Copy-Recipe Wrong

I guess I assumed anything that accepts some type of input could be shift-right-clickable. Feature request then? :)
by hecktarzuli
Fri Jul 01, 2022 3:35 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1765

Re: Nuclear Reactor Copy-Recipe Wrong

Actually it looks like you can't even shift-right click a reactor into a requestor box which is weird. (the items I had copied were just the last things I was able shift-right click from)
by hecktarzuli
Fri Jul 01, 2022 2:40 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1765

Nuclear Reactor Copy-Recipe Wrong

If you shift-right click on a reactor, then shift-left click into a requester box, it asks for the contents of the INGREDIENTS for a fuel cell (iron plate, u-235, u-238) instead of a fuel cell.

Go to advanced search