Search found 217 matches
- Sun Nov 06, 2022 7:55 pm
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 1931
Re: Trains get stuck if the destination is disabled and other are full
While it doesn't need to remain in its current form, the ability to skip scheduled stops shouldn't be sacrificed over this. There is an opportunity here, however. A way to solve the weird interaction, the confusion, and keep the functionality we want. I was discussing on the Discord server the conce...
- Mon Mar 29, 2021 7:46 am
- Forum: Ideas and Suggestions
- Topic: Save spidertrons in blueprint.
- Replies: 10
- Views: 3224
Re: Save spidertrons in blueprint.
This suggestion seems to be for the player character. For in-world vehicles, especially one as complex as the spidertron with an eq grid, logistics requests, and potential for quasi autonomous operation via remote, blueprints would be more appropriate. Take e.g. trains. I have over 30 blueprints for...
- Mon Mar 29, 2021 2:19 am
- Forum: Ideas and Suggestions
- Topic: Save spidertrons in blueprint.
- Replies: 10
- Views: 3224
Re: Save spidertrons in blueprint.
Yes please. I just made this beauty. The only thing left to automate my spidertron army is to blueprint the spidertron itself. :) Imagine being able to load a spidertron component train full of armor modules, ammo, and spidertrons to the front lines and having your bots construct an army. Automation...
- Fri Jan 10, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 24269
Re: Friday Facts #329 - Campaign reassessment
That video was great! "Thank you, Klonan." 

- Fri Dec 06, 2019 2:47 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 33444
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Holy crap, what a FFF! It's like you guys read my mind and got to all of the things I could have hoped for all in one week! :D If I could just ask one more tiny thing. With the sound redesign, could the "listener" be changed to the engineer instead of the camera? I spend so much of my time...
- Fri Nov 08, 2019 4:07 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 53286
Re: Friday Facts #320 - Color correction
Regarding the LUT, does it use a shader, or does it alter the system color profile? Games tend to have a bad habit of overriding that, which is why I'm curious. I calibrate my display, and it's quite a dance to get a lot of games to obey the color profile. See https://forums.guru3d.com/threads/games...
- Fri Nov 08, 2019 3:54 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 53286
Re: Friday Facts #320 - Color correction
This is quite a significant change to the overall theme, and I'm not really a fan. I know I'm in the minority here. People like colorful and super saturated. It's the visual version of the smiley face equalizer curve. I'd always adored Factorio refusing to adopt it. :( It's a hard sell with the rust...
- Fri Jul 26, 2019 7:47 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 192793
Re: Friday Facts #305 - The Oil Changes
The good idea is the use of only steel + crude to make flamethrower ammo. That is good, since this will greatly simplify base defense were we no longer need any oil processing to for base defense, just pumping crude directly from oil patch into a tank then into the turret. You could already do this...
- Fri Jul 26, 2019 6:14 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 192793
Re: Friday Facts #305 - The Oil Changes
The GUI updates for modders are fantastic news! I'm really looking forward to seeing what they do with that! I'm mostly ambivalent re the oil changes. I'm mostly just a little sad that heavy oil has been reduced to a 1 recipe intermediate with the flamethrower ammo change. I do think the flamethrowe...
- Thu Jul 25, 2019 11:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
- Replies: 11
- Views: 5111
Re: [Oxyd] [0.17.52] Biters have just given up on attacking
It looks like some groups did finally decide to attack, very slowly over 30 minutes after the artillery fired. However it was such a slow trickle it was barely noticeable above normal pollution triggered attacks.
- Thu Jul 25, 2019 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
- Replies: 11
- Views: 5111
Re: [Oxyd] [0.17.52] Biters have just given up on attacking
I'm seeing this in 0.17.59 as well. The biters seem completely uninterested in counter attacks to artillery. I was hoping the pathing issues fixed in 0.17.59 might help, so I held off researching artillery range until now. The issue persists. I've had biters counter attack before on this map. They a...
- Thu Jul 25, 2019 12:14 am
- Forum: Duplicates
- Topic: Objects missing robots/Needed objects changing randomly
- Replies: 5
- Views: 1185
Re: Objects missing robots/Needed objects changing randomly
Generally this is the last 600ish ghosts processed that'll have active alerts. I also have seen up to 1201 ghosts being processed normally at the same time. This seems like a much higher number than 600. How is this possible if the game only handles the 600ish ghosts that sometimes appear to be the...
- Wed Jul 24, 2019 3:30 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 144746
Re: Friday Facts #304 - Small bugs; Big changes
This mod represents the collective discussion and input of many people. It makes surprisingly few direct changes, considering its effects on the learning process through obtaining oil and chemical science in this manner. Please take a look at how the in-game tech tree is affected, and what a new pl...
- Sat Jul 20, 2019 5:07 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 144746
Re: Friday Facts #304 - Small bugs; Big changes
To all the folks that are arguing how "just add more pumpjacks!" will make using more efficient recipes pointless, maybe it's time to consider turning biters back on? You're perspective is _way_ out of whack. :D Just "adding more pumpjacks" is a big deal in most game modes. Try a...
- Fri Jul 19, 2019 7:23 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 144746
- Fri Jul 19, 2019 6:40 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 144746
Re: Friday Facts #304 - Small bugs; Big changes
Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube. The idea is based on the following assumptions: * The fundamental problem is that it is difficult for player...
- Thu Jul 18, 2019 8:21 pm
- Forum: Duplicates
- Topic: Objects missing robots/Needed objects changing randomly
- Replies: 5
- Views: 1185
Re: Objects missing robots/Needed objects changing randomly
This is normal. The counts are based on all of the processed ghosts from the oldest unexpired alert to the most recent. Generally this is the last 600ish ghosts processed that'll have active alerts. If you have more than 600 ghosts, then the ones with unexpired/active alerts will always be changing ...
- Sun Jul 14, 2019 2:05 am
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 3225
Re: Selective Station Enabling
... or to add the smallest possible "parts you can put together to build a train controller" into core ... That is essentially my argument. The problem with other suggestions, and even with mine, tbh, is the approach is backwards. It's "I have a problem here is a solution" rathe...
- Wed Jul 10, 2019 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 3225
Re: Selective Station Enabling
Instead of allowing the station to specify a specific Train ID, I think a more flexible solution would be the ability to set conditional orders on the train itself. This has been suggested in the following threads: That way is better. The problem with this is that you are limited to whatever condit...
- Thu Jul 04, 2019 4:38 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
- Replies: 3
- Views: 2846
Re: [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
Curious. I've edited the original post title and reproduction steps to remove the library parts. Thanks for looking into it!