Search found 20 matches

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: 239

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: 66

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: 66

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: 1
Views: 285

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: 27926

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: 6233

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: 2718

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: 925

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: 426

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: 748

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: 748

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: 33431

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 0.17.x] Global Tick Time Scale - Change Base UPS/FPS
Replies: 43
Views: 7235

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 0.17.x] Global Tick Time Scale - Change Base UPS/FPS
Replies: 43
Views: 7235

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...
by Septimus ii
Mon Jul 24, 2017 9:15 am
Forum: Mods
Topic: [MOD 0.17.x] Global Tick Time Scale - Change Base UPS/FPS
Replies: 43
Views: 7235

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

Does this mod affect power production/consumption? My power network is going haywire and I don't think it's because I need more reactors
by Septimus ii
Mon Jul 24, 2017 8:43 am
Forum: Gameplay Help
Topic: Improving Performance
Replies: 7
Views: 1246

Re: Improving Performance

I've installed GTTS with a target of 20 UPS and it's amazing to see my factory and myself running at proper speed again! Now to work on everything else so I can put the UPS back up a bit
by Septimus ii
Sun Jul 23, 2017 10:45 pm
Forum: Gameplay Help
Topic: Improving Performance
Replies: 7
Views: 1246

Improving Performance

I've got a fairly big factory going (about a rocket every 3 minutes) but my UPS is dropping to around 25. The factory has around 150 trains, outposts for things like smelting that are mostly bot based with the odd belt, and a main base with a bus. It has 34k "belt" entities and 42k "bot" entities. H...
by Septimus ii
Tue Jun 27, 2017 2:59 pm
Forum: Combinator Creations
Topic: Square Root & Log Calculator
Replies: 2
Views: 1860

Re: Square Root & Log Calculator

That's really clever, thanks
by Septimus ii
Sat Jul 23, 2016 4:35 pm
Forum: Not a bug
Topic: [Pending] [Oxyd] 2-stage Manual Crafting
Replies: 5
Views: 867

[Pending] [Oxyd] 2-stage Manual Crafting

As of the most recent update (13.10), I can no longer manually craft items by first crafting the intermediate goods required, unless I let those goods finish first. https://i.gyazo.com/b1586124776120a370e08d9bfec874df.jpg eg. I should be able to craft another 50 construction bots as I have the requi...
by Septimus ii
Fri Mar 25, 2016 11:01 pm
Forum: Mods
Topic: [0.11.x] Marathon Mod
Replies: 45
Views: 42552

Re: [0.11.x] Marathon Mod

Does this mod still exist? It sounds really interesting

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