Search found 155 matches
- Fri Apr 14, 2017 6:08 pm
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 60271
Re: Friday Facts #186 - Marathon testing
Just curious… what are these 2×1 arrow entities around second 42 of the video?
- Fri Nov 29, 2013 7:52 pm
- Forum: News
- Topic: Friday Facts #10
- Replies: 20
- Views: 26002
Re: Friday Facts #10
does reconstruction take the full amount of resources? According to the blog entry, reconstruction only happens if the exact item corresponding to the destroyed entity is available, so I guess that's consumed. Repairs would be more interesting, considering that the player can currently “repair” for...
- Wed Nov 27, 2013 5:48 pm
- Forum: News
- Topic: Friday Facts #9
- Replies: 12
- Views: 24894
Re: Friday Facts #9
This is quite obvious, so you'll probably already have tried that: Have you tried to use a lower optimisation setting for test builds? At least gcc is a lot faster with -O1 than with -O2.
- Thu Nov 21, 2013 11:33 pm
- Forum: Gameplay Help
- Topic: solar day night cycle info needed
- Replies: 19
- Views: 18295
Re: solar day night cycle info needed
If you want to know the exact timings, you can also look at these two posts by kovarex: length of a game day in real time and length of the night . According to these, an in-game day is 416.6 seconds (so the pixel arithmetic seems to be pretty accurate), and assuming a day has 24 hours, a night take...
- Sat Nov 16, 2013 3:40 pm
- Forum: Releases
- Topic: Version 0.7.5
- Replies: 11
- Views: 22410
Re: Version 0.7.5
Did you read the latest Friday Facts?
- Mon Nov 11, 2013 4:08 pm
- Forum: Gameplay Help
- Topic: How to make steam engines go off when not needed?
- Replies: 13
- Views: 20137
Re: How to make steam engines go off when not needed?
How about some kind of smart valve you can put between your boilers and your engines? That might even have other uses when other liquids (oil, sewage…) are introduced :-)
- Mon Nov 11, 2013 10:57 am
- Forum: Gameplay Help
- Topic: How to make steam engines go off when not needed?
- Replies: 13
- Views: 20137
Re: How to make steam engines go off when not needed?
When accumulators are completely empty you have a problem: what powers the inserters for the boilers? Happens to me some times and it's really no fun to have this happen in the middle of the night. In other words: You cannot wait till till the accus completely empty, you need some kind of reserve. ...
- Mon Nov 04, 2013 10:23 am
- Forum: Gameplay Help
- Topic: What is Time?
- Replies: 8
- Views: 10802
Re: What is Time?
Note that the time displayed in the recipes only equates to seconds if you're crafting yourself or using assembling machines 1 (I think). Later-tier assembling machines or ones with speed modules are considerably faster.
- Sun Nov 03, 2013 4:24 pm
- Forum: Gameplay Help
- Topic: How do I use capsules?
- Replies: 6
- Views: 9104
Re: How do I use capsules?
I totally understand that. But is there any harm in doing that? In my mind, a player who skipped the tips and tricks would be able to use them, determine that they're useful, place them in their hotbar and sooner or later use the corresponding key and figure all this out by him/her/itself ;-) Or at ...
- Sun Nov 03, 2013 2:09 pm
- Forum: Gameplay Help
- Topic: How do I use capsules?
- Replies: 6
- Views: 9104
Re: How do I use capsules?
Is there any reason why you can't hold them in your hand and deploy them by right clicking (same as placing buildings)? I get that this approach is not that useful in the heat of combat, but it might be more user-friendly…
- Sat Nov 02, 2013 3:13 pm
- Forum: Gameplay Help
- Topic: How do I use capsules?
- Replies: 6
- Views: 9104
Re: How do I use capsules?
put them into your hotbar (the slots at the bottom of the screen) and press the corresponding button (number keys 1–5 for the leftmost five slots, shift + 1–5 for the others).
- Sat Oct 26, 2013 6:58 pm
- Forum: Not a bug
- Topic: Health bar behind other buildings
- Replies: 8
- Views: 7985
Re: Health bar behind other buildings
Especially for walls and turrets, you could consider having one or multiple “damaged” graphics for partially destroyed buildings.
Alternatively, health bars could be forced to the foreground by pressing the alt key (because that mode is already designed to look “bad” compared to normal mode).
Alternatively, health bars could be forced to the foreground by pressing the alt key (because that mode is already designed to look “bad” compared to normal mode).
- Fri Oct 25, 2013 10:46 pm
- Forum: News
- Topic: Friday Facts #5
- Replies: 14
- Views: 22545
Re: Friday Facts #5
So I guess if there is a graphics update or some minor feature is added to the game, all you have to do is re-record the tralier, and it will never be outdated again :-D
Can't wait to see it!
Can't wait to see it!
- Mon Oct 21, 2013 8:55 pm
- Forum: Off topic
- Topic: Riddle (not easy)
- Replies: 16
- Views: 21022
Re: Riddle (not easy)
[…] I figured something along these lines might work. Do you have any source as to how high the actual chance will be ( or, equivalently, the chance of a random permutation not containing a 51+-cycle ;-) )? I did some testing and only got to 29.9%. That might of course have to do with insufficient ...
- Wed Oct 16, 2013 1:39 pm
- Forum: Show your Creations
- Topic: Automated Research Fort
- Replies: 7
- Views: 12677
Re: Automated Research Fort
I would either double the wall width or leave one tile of space between the wall and any valuable machinery, as biters can and will attack through walls.
It's definitely very aesthetically pleasing, though :-D
It's definitely very aesthetically pleasing, though :-D
- Tue Oct 15, 2013 11:52 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Super compact blue FACTORIES. Made by Kwiz and Vel-master
- Replies: 60
- Views: 57533
- Mon Oct 14, 2013 7:02 am
- Forum: Implemented Suggestions
- Topic: New inserter
- Replies: 8
- Views: 15315
Re: New inserter
Which reminds me that filter inserters have been removed from the game, but are still a forum rank :-DHoly-Fire wrote:(And this post upgraded my forum rank to "long handed inserter". How symbolic :) )
- Sun Oct 13, 2013 8:37 pm
- Forum: Releases
- Topic: Version 0.7.1
- Replies: 44
- Views: 38008
Re: Version 0.7.1
You do know that you can middle-click on a toolbar slot to force it to only (and always, if possible) contain a specific item? This is pretty much the “rule” you're talking about. On the other hand, I might be completely missing your point…
- Sat Oct 12, 2013 5:00 pm
- Forum: News
- Topic: Friday Facts #3
- Replies: 16
- Views: 22768
Re: Friday Facts #3
Just to make it clear: I read that note about random machines. Nevertheless, I noticed the unknown graphic and was curious as to what it might one day become :-D
- Fri Oct 11, 2013 10:42 pm
- Forum: Outdated/Not implemented
- Topic: Better zooming in god mode
- Replies: 2
- Views: 1702
Better zooming in god mode
Hi, one quick suggestion: Maybe the scroll wheel zoom function could be improved in god mode. Since there is no player or cursor or anything of that sort in the middle of the screen, it would make much more sense for zoom operations to consider the current mouse cursor position as the fixpoint for s...