Search found 26 matches

by Septimus ii
Thu May 21, 2020 11:08 am
Forum: Ideas and Suggestions
Topic: Improve Itemtransport between chests and belts
Replies: 4
Views: 1126

Re: Improve Itemtransport between chests and belts

You can balance unloading of chests using a moderately complicated set of circuit wires. I don't think you get full throughput that way, but it's an option if you really want to keep the chests balanced.
by Septimus ii
Thu May 21, 2020 11:05 am
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 13185

Re: Quality of life improvement: Visualize one-way rails with arrow

Direction is implied by the train blocking which is shown when placing a new signal, but I don't see any harm in making it clearer, especially for new players. It can always be made as an option which can be turned off in the graphics menu.
by Septimus ii
Thu May 21, 2020 10:55 am
Forum: General discussion
Topic: G2A
Replies: 4
Views: 2535

Re: G2A

The dev with one of the most loyal fan bases in the industry has 198 stolen games sold through G2A, and they try to paint it as a big success!
by Septimus ii
Thu Jan 30, 2020 9:19 am
Forum: Ideas and Suggestions
Topic: Change of starting mechanics
Replies: 20
Views: 3883

Re: Change of starting mechanics

This could maybe be an option if you set a very large starting area. The problem is that starting areas are quite heavily managed in the map generation - providing a set area of no biters, and all basic resources. It would be difficult to change this without major repercussions
by Septimus ii
Thu Jan 30, 2020 9:07 am
Forum: Ideas and Suggestions
Topic: Graphics Settings Presets
Replies: 1
Views: 828

Graphics Settings Presets

It would be useful for players with limited knowledge of graphics options to be able to choose from a couple of presets in the graphics settings menu, especially coming up to 1.0. Maybe also make a divide in the UI between settings which influence performance, and settings which don't.
by Septimus ii
Tue Nov 19, 2019 9:21 pm
Forum: Ideas and Suggestions
Topic: Add a signal connection point in the middle of curved rails (please!)
Replies: 10
Views: 2948

Re: Add a signal connection point in the middle of curved rails (please!)

This would be great, and I don't see any problems technically or for new players. These signals would act identically to current signals. The only difficulty is the requirement for new models of signals at new angles.
by Septimus ii
Sun Nov 17, 2019 7:59 pm
Forum: Ideas and Suggestions
Topic: Synch Game Version
Replies: 2
Views: 958

Re: Synch Game Version

I would like someone on any version (including eg 0.17.77 and hasn't downloaded the update yet) to be able to see any server from any version, but at least 0.17.74 and 0.17.78 and be able to synch to it.
by Septimus ii
Sun Nov 17, 2019 5:04 pm
Forum: Ideas and Suggestions
Topic: Synch Game Version
Replies: 2
Views: 958

Synch Game Version

In the same way as you can synch mods with a multiplayer server or a save game, it would be useful if you could synch gamer version number. Currently I don't think the server shows up at all if you're on a different version.
by Septimus ii
Wed Nov 06, 2019 5:28 pm
Forum: General discussion
Topic: G2A
Replies: 4
Views: 2535

G2A

Did anything ever come of G2A's offer to reimburse the cost of credit card chargebacks at 10x the cost?
by Septimus ii
Sat Aug 04, 2018 5:32 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 80654

Re: Friday Facts #254 - No research queue for you

If you think researches are a boring aspect of the game, make them more interesting. Adding a fanfare every time you finish each one isn't a solution.
by Septimus ii
Tue Jun 26, 2018 11:21 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 17463

Re: Whats your current game goal?

Currently, I'm working on completing Seablock. Just closed the game for the first time in at least 48 hours - that thing is SLOW!
by Septimus ii
Tue Jun 26, 2018 11:11 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 6686

Re: Is Mining Hardness/Power needed?

It looks like it was added a long time ago to allow for more options with miners that never materialised. As said above, we already have different gating mechanisms for Oil and Uranium, so having mining hardness just adds unnecessary complexity.
by Septimus ii
Tue Jun 26, 2018 11:03 pm
Forum: General discussion
Topic: Pipe cleaner
Replies: 3
Views: 1930

Pipe cleaner

After getting Sulpher Dioxide in my Sulphuric Acid pipes for the second time today, I'm really missing the old pipe cleaner mod. Does anyone know of an alternative?
by Septimus ii
Wed Jan 03, 2018 9:21 pm
Forum: Gameplay Help
Topic: Miner Circuit Outputs
Replies: 2
Views: 1187

Miner Circuit Outputs

I think the miners are giving out the wrong figure for resources left when set on 'whole patch'. I think they're giving out the amount for just that miner instead. Can someone with more experience using these circuit conditions please check it?
by Septimus ii
Sun Dec 24, 2017 4:35 pm
Forum: Resolved Problems and Bugs
Topic: Multiplayer Desynch when placing blueprint.
Replies: 2
Views: 2485

Re: Multiplayer Desynch when placing blueprint.

It desynchs the other guy too.
by Septimus ii
Sun Dec 24, 2017 3:48 pm
Forum: Resolved Problems and Bugs
Topic: Multiplayer Desynch when placing blueprint.
Replies: 2
Views: 2485

Multiplayer Desynch when placing blueprint.

I am hosting a multiplayer game with a small number of mods. Whenever I place a blueprint through the map view that is partly outside radar range, it desynchs my co-op partner. I have attached all the files that I think are required. They are mostly from my PC, but the desynch report is from my part...
by Septimus ii
Thu Jul 27, 2017 5:16 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 63293

Re: Friday Facts #200 - Plans for 0.16

Ridge effects would be really good for giving the map a bit of natural zoning and character!
by Septimus ii
Tue Jul 25, 2017 9:08 am
Forum: Mods
Topic: [MOD 1.0] Global Tick Time Scale - Change Base UPS/FPS
Replies: 45
Views: 21404

Re: [MOD 0.15.x] Global Tick Time Scale - (Supports 120 FPS)

That's fixed it. I have power :D

Has anyone noticed a problem with solar panels? I've started making a solar farm and it feels instinctively like they're producing less than I would expect, but I didn't calculate it out properly.
by Septimus ii
Mon Jul 24, 2017 2:50 pm
Forum: Mods
Topic: [MOD 1.0] Global Tick Time Scale - Change Base UPS/FPS
Replies: 45
Views: 21404

Re: [MOD 0.15.x] Global Tick Time Scale - (Supports 120 FPS)

I'm targeting 20 FPS. and my nuclear setup is suddenly a long way short of powering my factory. I think it's producing the same amount of power as before in GW, but my satisfaction is somewhere near 25%. Maybe consumption is trebled when running on this speed, but nuclear reactors are still producin...

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