Suggestion:
When input flow increases, wait for a small amount of time: a constant * number of pipes to the segment. Yes it would mean closer consumers have to wait equally long as those far away, but I bet it'd feel natural. (And player can fine control with pumps)
Search found 20 matches
- Mon Jun 24, 2024 10:24 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124808
- Fri Oct 13, 2023 7:33 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 56976
Re: Friday Facts #380 - Remote view
So happy for these changes, especially being able to completely configure modules!
I always walk around the planets like this:
N (satellite view), and then a keyboard shortcut for the labels I created - and there I already select the label / planet I need, and it turns out just two actions
You ...
I always walk around the planets like this:
N (satellite view), and then a keyboard shortcut for the labels I created - and there I already select the label / planet I need, and it turns out just two actions
You ...
- Fri Jul 21, 2023 8:35 am
- Forum: Implemented Suggestions
- Topic: Upgrade planner for no module to module
- Replies: 17
- Views: 19322
Re: Upgrade planner for no module to module
Please implement this
- Tue Jun 23, 2020 2:45 am
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 33263
Re: indicator for mines that ran out of deposits
Bump! Please can this indicator be done for 1.0?
- Thu Mar 07, 2019 2:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.8] Map zoom speed irregular
- Replies: 2
- Views: 1614
[0.17.8] Map zoom speed irregular
Zooming out the map with the '-' shortcut key *zooms* out way too fast to be useful.
Resetting the in-game zoom to 100% with the shortcut 'F9' is very slow and stutters.
Resetting the in-game zoom to 100% with the shortcut 'F9' is very slow and stutters.
- Mon Jul 23, 2018 7:15 pm
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 33263
Indicate depleted miners
TL;DR
Show visually when a miner has no more ore left.
What ?
When a miner has no ore left to dig up, either switch over to a "finished" animation, or show a new alert icon.
Why ?
It's hard to tell the difference between a miner that's waiting for belt space and a miner that has no work left.
Show visually when a miner has no more ore left.
What ?
When a miner has no ore left to dig up, either switch over to a "finished" animation, or show a new alert icon.
Why ?
It's hard to tell the difference between a miner that's waiting for belt space and a miner that has no work left.
- Mon Jul 09, 2018 2:44 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 70190
Re: Friday Facts #250 - Dead end conclusion
The blueprint library button will be disabled until bots are researched or until any item is added to the library for the first time.
Please make this configurable, I'd like to be able to access my blueprints before bots.
I agree with the tree layout proposal. At very least, make a working ...
Please make this configurable, I'd like to be able to access my blueprints before bots.
I agree with the tree layout proposal. At very least, make a working ...
- Sat Aug 06, 2016 8:46 am
- Forum: General discussion
- Topic: It's too bad that the robots can't work outside the game....
- Replies: 6
- Views: 3320
Re: It's too bad that the robots can't work outside the game....
The main thing holding back real life construction bots and a lot of future technology is terrible battery capacity. If battery life were to double tomorrow, we'd have industrial drones I think.
- Wed Jul 20, 2016 4:30 pm
- Forum: Gameplay Help
- Topic: how do you find stone ?
- Replies: 5
- Views: 9317
Re: how do you find stone ?
Stone does appear on the map but visually looks almost the same color as iron.
Large rocks give about 20 stone, you could as a group sweep the area and net a few k worth, enough to get the means to travel...
Large rocks give about 20 stone, you could as a group sweep the area and net a few k worth, enough to get the means to travel...
- Mon Jul 18, 2016 12:18 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 39486
Re: Friday Facts #147 - Multiplayer rewrite
TCP is a protocol designed for file transfer and is poorly suited to games. I won't go into details - there are plenty of publications about it - use of TCP in a game project tends to go the same way as p2p does:
"TCP is so much easier and robust, we'll just use that."
Months of unexplained bugs ...
"TCP is so much easier and robust, we'll just use that."
Months of unexplained bugs ...
- Sat Jul 16, 2016 7:35 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 39486
Re: Friday Facts #147 - Multiplayer rewrite
I can already foresee similar problems that you currently face with the new setup....you have solved nothing. You state prior that you took the inputs of the other clients through the server and routed them, but fail to see that's exactly what you are doing in the 1+2+3 model....you are still just ...
- Thu Jul 14, 2016 8:06 pm
- Forum: Gameplay Help
- Topic: I can´t go though the tunnel!!!
- Replies: 7
- Views: 4355
- Wed Jul 13, 2016 7:27 pm
- Forum: Gameplay Help
- Topic: Is Storage useless?
- Replies: 18
- Views: 10183
Re: Is Storage useless?
Storage is good. But use the stack limit filter or you'll end up with mountains of junk you can't use
- Wed Jul 13, 2016 7:07 pm
- Forum: Gameplay Help
- Topic: Train stations, paths and closed rail signals
- Replies: 6
- Views: 4701
Re: Train stations, paths and closed rail signals
Try this: disconnect the track to that station and tell it to go iron unload. If there's something wrong with your layout you'll get the no-path message. If it makes it to the other stations then that confirms it's an issue with the game.
- Wed Jul 13, 2016 1:59 pm
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 34061
Re: Is the jump from science pack 2 to 3 too large?
I like this idea a lot!MeduSalem wrote: Maybe the science packs should only require intermediate items altogether (somewhat like material science) so you learn how to set them up. Getting finished products is then part of your job.
- Mon Jul 11, 2016 4:31 pm
- Forum: Duplicates
- Topic: [0.13.7] Resource amount error
- Replies: 1
- Views: 920
[0.13.7] Resource amount error
Getting one of these two error messages seemingly at random:
Error MainLoop.cpp:372: Exception at tick ...: Resource amount has to be larger than 0.
Error MainLoop.cpp:372: Exception at tick ...: Resource amount too big.
Info Scenario.cpp:127: Map version 0.13.7-3
Checksum for script ...
Error MainLoop.cpp:372: Exception at tick ...: Resource amount has to be larger than 0.
Error MainLoop.cpp:372: Exception at tick ...: Resource amount too big.
Info Scenario.cpp:127: Map version 0.13.7-3
Checksum for script ...
- Fri Jul 08, 2016 4:44 am
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 34061
Re: Is the jump from science pack 2 to 3 too large?
Science pack 3 as it stands is the chore you have to do to unlock the second half of the game.
- Tue Jun 14, 2016 3:29 pm
- Forum: General discussion
- Topic: Speedrunning the game
- Replies: 28
- Views: 13357
Re: Speedrunning the game
To kill the aliens you need to take out the spawners effectively. Pushing ahead with turrets alone will only get you so far. You can use the tank with regular-shells to destroy spawners in two shots and drive around picking them off, when your health gets too low then it's time to retreat to the ...
- Mon Jun 13, 2016 1:07 pm
- Forum: General discussion
- Topic: The cost of the rocket
- Replies: 9
- Views: 14500
Re: The cost of the rocket
The rocket is adequately difficult to build, I think! Check out the ion cannon satellite mod, it makes building rockets very satisfying!
- Mon Jun 13, 2016 10:13 am
- Forum: General discussion
- Topic: Why do inserters prefer far side of the belt?
- Replies: 9
- Views: 9756
Why do inserters prefer far side of the belt?
Why do inserters prefer the far side of the belt instead of the near side? Is it aesthetic? A technical reason?
I am fine with how they work, I've just been wondering this for a while.
I am fine with how they work, I've just been wondering this for a while.