Search found 7 matches

by Cylindric
Mon Apr 24, 2017 9:57 pm
Forum: Releases
Topic: Version 0.15.1
Replies: 54
Views: 45967

Re: Version 0.15.1

That would only make sense if they also disabled M to map. No, they are quite different. The old map only updates when you visit somewhere, or a radar scans it, so that could quite realistically be available with "ground only" tech. The zoom-to-map shows real-time activity everywhere you ...
by Cylindric
Mon Apr 24, 2017 4:29 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 150081

Re: Version 0.15.0

It crashes on startup for me (Win64 Steam) at 98%

Error
Value must be a dictionary in property tree at ROOT.other

Upgraded from 0.14.23
by Cylindric
Fri Apr 15, 2016 3:50 pm
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 40086

Re: Friday Facts #134 - Signal placement indicator

To wich one is the one circled in red orientated? Since it has two possible rail connections. Don't remember how it is in vanila atm. But don't they link to one wich you cant choose? If yes, only show that line :) To me it looks like it can be on either track, but not both. The lines point to each ...
by Cylindric
Thu Mar 24, 2016 4:34 pm
Forum: General discussion
Topic: two belts on one tile width
Replies: 21
Views: 14953

Re: two belts on one tile width

You can also carry 100's of factories around in your pocket. I don't find it too much of a stretch to imagine that there is more going on below the surface than meets the eye. Perhaps each tile is a 20m square, and it's just the icon that fills the view. Just seems an arbitrary thing to get "it...
by Cylindric
Thu Mar 24, 2016 12:03 pm
Forum: General discussion
Topic: two belts on one tile width
Replies: 21
Views: 14953

Re: two belts on one tile width

Raghnarok wrote:Can't agree more.
If we can't manage multiple level with the same belt, why should we be able to do it with different belts?
Maybe because yellow underground belts are already burried 1m deep, red ones 3m deep and blue ones 5m deep? You can't see how deep those little entrances go...
by Cylindric
Mon Mar 21, 2016 5:26 pm
Forum: Gameplay Help
Topic: Long distance status display using combinator circuits
Replies: 3
Views: 3371

Re: Long distance status display using combinator circuits

Ah, okay that's fairly simple. Does the coloured wire replace the copper power wire, or is it a second wire on the pole? I never thought of using the existing power poles to hang the signal wires from :)

thanks.
by Cylindric
Mon Mar 21, 2016 5:15 pm
Forum: Gameplay Help
Topic: Long distance status display using combinator circuits
Replies: 3
Views: 3371

Long distance status display using combinator circuits

I've seen some interesting "LED Displays" built using combinators, and I'd like to have a central status board using lights to indicate problems at outlying outposts. I can't work out how to get the signals back to the main base though. Do I have to plop chests or something every 'n' tiles...

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