Search found 2112 matches
- Mon Nov 20, 2023 3:37 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 793
- Views: 91786
Re: Friday Facts #375 - Quality
If you are, say filtering off, say, green and red circuits for making high grade modules, but it's early so you only expect +1 quality, but end up with some +2 or even +3 circuits. Would they be useless, or could you substitute them in? Up to you. Use them now, and sacrifice the extra level of qual...
- Mon Nov 20, 2023 12:12 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 793
- Views: 91786
Re: Friday Facts #375 - Quality
What are you supposed to do with the occasional higher quality materials you can't match with others? Don't produce them without a plan. I mean both when you end up with a bad ratio of quality components, and moreso that there is a small chance of getting an even higher quality. If you are, say fil...
- Sun Nov 19, 2023 12:30 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 793
- Views: 91786
Re: Friday Facts #375 - Quality
Query. Can you use different qualities of raw materials, or do they have the be the same quality? And if so, what are you supposed to do with the occasional higher quality materials you can't match with others? Or does it use the lowest included quality, average, etc?
Do fluids have quality?
Do fluids have quality?
- Fri Oct 27, 2023 7:58 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 24392
Re: Friday Facts #382 - Logistic groups
No holes in the ship make sense. The big question is if underneathies can go through like they can underwater, if the underground portion is visible, and whether or not people will start building vaguely jellyfish-like space platforms, with tiny gaps used to allow technically not holes in the middle...
- Fri Sep 15, 2023 5:31 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 360
- Views: 39393
Re: Friday Facts #376 - Research and Technology
Ah, nullius type rech unlocks. Very nice. That actually helped keep that game's massive number of tech tiers under control. However, I still don't feel quality is right, and you still should have alternate recipes instead. But more of a substituting ingredients thing, using a red circuit instead of ...
- Wed Aug 23, 2023 2:56 am
- Forum: News
- Topic: Friday Facts #372 - 2022 recap
- Replies: 32
- Views: 22432
Re: Friday Facts #372 - 2022 recap
What is your opinion of these people who put together personal/useless mod packs on the portal? Do you think they pollute the mod portal? My opinion is that there should be an option to password hide such uploads, because it is far easier to sync custom, personal mods for multiplayer instead of the...
- Tue Sep 27, 2022 5:37 pm
- Forum: Mods
- Topic: [MOD 0.17x] Flare
- Replies: 26
- Views: 9537
Re: [MOD 0.17x] Flare
It appears that the hack I used isn't functional anymore. Explosions don't seem to support light anymore, or at least I can't see how. All instances of explosions now seem to have their light parameter commented out, so I would have to find a new dummy to create light with.
- Tue Sep 27, 2022 4:53 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 131444
Re: [MOD 0.17.x] Modular Armor Revamp
I have no intent to further update this mod. Almost all of the things this mod was made to address have been implemented. I will update Modular Armor Rescale, as it addresses the only real issue I see remaining. -Solar-Nuclear Gap. Gap went from 112/750 to 336/720, which isn't as unreasonable. The h...
- Tue Jun 28, 2022 6:20 pm
- Forum: Implemented in 2.0
- Topic: Allow placement of water well pumps onto tiles that were previously landfilled
- Replies: 14
- Views: 3084
Allow Offshore Pumps to be built on Landfill (Groundwater Pump)
TL;DR Allow for Water source even after landfilling. What ? When you try and place an offshore pump, treat landfill as both water and land. Why ? I find it annoying that you have to be extremely careful when landfilling to avoid deleting all local sources of water. given that Offshore pumps aren't ...
- Sun Dec 19, 2021 5:54 pm
- Forum: General discussion
- Topic: Alt-F4 #55 - The Dark Alleys of Modding
- Replies: 6
- Views: 3059
Re: Alt-F4 #55 - The Dark Alleys of Modding
For my Modular Armor Revamp mod, back when modular armor solar panels were terrible, I had two things I wanted to do which I had to work around. Burner generators, and fusion reactors running on alien artifacts, both just looked at your inventory, but had to loop through the whole equipment grid to ...
- Mon May 24, 2021 2:36 am
- Forum: Not a bug
- Topic: Worker speed 3 and utility science.
- Replies: 5
- Views: 1449
Re: Worker speed 3 and utility science.
More specifically, all tiered researches, damage, robots, inserters, etc, don't include their science pack prerequisites, aside from the first one. Not entirely sure why, but given you clearly can't research them before that science pack is researched and produced, it isn't a huge deal.
- Wed Apr 14, 2021 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Visual effect on big power poles or substations
- Replies: 18
- Views: 11125
Re: Visual effect on big power poles or substations
One big thing is that if you have several places making power, I.e 20 solar fields, wherever they easily fit due to fluid nature, plus a reactor or two, it is easy to break the network and not notice immediately, because there is still power, at least for a while. Would be nice to have the power ove...
- Mon Apr 05, 2021 3:18 am
- Forum: Ideas and Suggestions
- Topic: Mouseover the "toggle personal roboport" shows where your construction bots are
- Replies: 1
- Views: 911
Re: Mouseover the "toggle personal roboport" shows where your construction bots are
I agree.
Visible bots is already an ingame option if you open up the megamap, but you still have to search manually,
As a second alternative, there is a debug option that draws a teamcolored line between your avatar and all personal robots. F4 menu, don't recall the name
Visible bots is already an ingame option if you open up the megamap, but you still have to search manually,
As a second alternative, there is a debug option that draws a teamcolored line between your avatar and all personal robots. F4 menu, don't recall the name
- Sun Mar 28, 2021 4:32 am
- Forum: Not a bug
- Topic: [1.1.30] The underground pipes can be replaced with a regular pipe to mix various liquids.
- Replies: 5
- Views: 1469
Re: [1.1.30] The underground pipes can be replaced with a regular pipe to mix various liquids.
I thought there was this whole thing about not letting fluids mix anymore.
- Thu Mar 18, 2021 12:09 am
- Forum: Gameplay Help
- Topic: Intriguing red dot
- Replies: 11
- Views: 3107
Re: Intriguing red dot
I have seen the same thing. A red dot, in radar vision, but no worm, biter, or anything, radar is a snapshot of what was in a spot when it was scanned, if it's a migrating / expanding party then they will probably show up on the map but not be there when you go to look. Sorry, when I say radar visi...
- Wed Mar 17, 2021 11:18 am
- Forum: Gameplay Help
- Topic: Intriguing red dot
- Replies: 11
- Views: 3107
Re: Intriguing red dot
I have seen the same thing. A red dot, in radar vision, but no worm, biter, or anything,
- Sat Mar 06, 2021 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Filtered Chests Like Train Wagons
- Replies: 6
- Views: 1793
Re: Filtered Chests Like Train Wagons
True enough. You have to determine stack size of all types of items that might end up in the chest, and use that to determine how full a chest will end up being, use that as a limiter to avoid the chest hitting 100% capacity, so as to ensure there is always room for inserters to insert one of the ot...
- Thu Mar 04, 2021 9:54 pm
- Forum: Ideas and Suggestions
- Topic: Filtered Chests Like Train Wagons
- Replies: 6
- Views: 1793
Re: Filtered Chests Like Train Wagons
I second this. Would be great for sorting/storage hybrid systems especially.
- Mon Feb 01, 2021 3:35 am
- Forum: Balancing
- Topic: Acid pool stack
- Replies: 21
- Views: 6490
Re: Acid pool stack
They get bigger, but I have no idea if the damage increases, if the sticker damage stacks, if larger/deeper flamer puddles deal more damage, or what. I don't generally stand in front of my own flamethrowers. They both deal more damage and last longer when stacked. For clarification, are you talking...
- Sun Jan 31, 2021 10:58 pm
- Forum: Balancing
- Topic: Acid pool stack
- Replies: 21
- Views: 6490
Re: Acid pool stack
I was wondering if the flame puddles (from handled and turret flamethrowers) also did stack in their effects or not. Might seem unrelated, but both fire and acid puddle could behave the same way (either both stack, or both don't). They get bigger, but I have no idea if the damage increases, if the ...