I don't like this at all. I've always hated when games had random quality levels when crafting things. Levels of things like assemblers and modules are great.
Also, I know I can turn this off but the feature will take up resources from development.
Search found 26 matches
- Sun Sep 10, 2023 3:37 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128770
- Thu Feb 17, 2022 4:09 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 128666
Re: Friday Facts #367 - Expansion news
I'm so glad to hear this! I was a little sad when I heard that 1.0 was to be considered "feature complete" and the game would be finished. My two hopes for this expansion are more achievements (I have 100%) and another transport system. One of my mod ideas which I never finished was transp...
- Sat Jan 09, 2021 8:37 pm
- Forum: Logistic Train Network
- Topic: Why is my requester acting like a supplier?
- Replies: 8
- Views: 2738
Re: Why is my requester acting like a supplier?
Why did you post that? How can I stop a requester from supplying?
- Fri Jan 08, 2021 9:19 pm
- Forum: Logistic Train Network
- Topic: Why is my requester acting like a supplier?
- Replies: 8
- Views: 2738
Re: Why is my requester acting like a supplier?
Ok now it is looping from #2 to #2 and there is only one station with the name `LTN - Metals 2 - Chlorine`. It shouldn't even be requesting since it has 530k already...
- Fri Jan 08, 2021 9:13 pm
- Forum: Logistic Train Network
- Topic: Why is my requester acting like a supplier?
- Replies: 8
- Views: 2738
Why is my requester acting like a supplier?
I have two stations that request chlorine gas. #1 is requesting chlorine but LTN schedules #2 as the supplier instead of from the actual chlorine supply. The supply currently has 200k chlorine, #1 has 100k, #2 has 530k. Metals - Chlorine: Min train length >= 3 Max train length <=3 Limit trains = 1 E...
- Fri Jan 08, 2021 8:38 pm
- Forum: Logistic Train Network
- Topic: Too many trains at the depot
- Replies: 9
- Views: 4093
Too many trains at the depot
I have a few LTN depot stacks like this but I am running into a problem where trains choose a station even if it is already occupied. How do I make sure it can't overfill into the main line? The signals are: Depot = 1 Train length <= 6 Max trains = 1 https://steamuserimages-a.akamaihd.net/ugc/167699...
- Thu Jan 07, 2021 1:55 am
- Forum: Logistic Train Network
- Topic: How to use multiple depot stations with the same request
- Replies: 1
- Views: 974
How to use multiple depot stations with the same request
I have a main depot where most of my inputs go to. One station to unload everything is not enough but I can't figure out how to make trains go to another station if the first one is occupied. I read the logistic network to find the storage of inputs (ex. iron and copper plate, coal, etc.) so I have ...
- Tue Sep 08, 2020 8:10 am
- Forum: Modding discussion
- Topic: [Guide] Making spritesheets with Blender
- Replies: 35
- Views: 55375
Re: [Guide] Making spritesheets with Blender
What is the scale in Blender compared to the game? I will be importing models from SolidWorks using mm scale.
- Fri Sep 04, 2020 7:40 am
- Forum: Angels Mods
- Topic: Infinite Ores Adjacent
- Replies: 3
- Views: 1590
Re: Infinite Ores Adjacent
Good to know, thanks.
- Fri Sep 04, 2020 5:46 am
- Forum: Angels Mods
- Topic: Infinite Ores Adjacent
- Replies: 3
- Views: 1590
Infinite Ores Adjacent
Placing a miner with no fluid should be able to mine the regular ore patch and skip the fluid required ore.
- Mon Aug 31, 2020 3:38 am
- Forum: Not a bug
- Topic: [0.17.79] Trees block biter bases on world generation
- Replies: 7
- Views: 2541
Re: [0.17.79] Trees block biter bases on world generation
I know this is an old report but it is still relevant in 1.0. I set biters to max and could not find many at all despite the generation preview showing a very high density. All I got were a few worms and tiny clusters of bases on ore patches. https://steamuserimages-a.akamaihd.net/ugc/16037997309080...
- Sun Mar 24, 2019 7:09 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: [WIP] 1000 Science/m
- Replies: 3
- Views: 9556
[WIP] 1000 Science/m
I've been redoing my 1000 science per minute setups since the update changed the recipes. I have Red, Green, Gray, and Blue finished but I got stuck on Purple and am starting on Yellow now. I could use some help with Purple because I try to get a good ratio and it ends up a mess. Check out what I ha...
- Thu Nov 08, 2018 8:24 am
- Forum: Duplicates
- Topic: [0.16.51] Fluid Wagon and Pump Visual Bug
- Replies: 2
- Views: 1434
Re: [0.16.51] Fluid Wagon and Pump Visual Bug
Yes that looks like the same issue, sorry for the duplicate, I didn't see that post.
- Thu Nov 08, 2018 6:13 am
- Forum: Duplicates
- Topic: [0.16.51] Fluid Wagon and Pump Visual Bug
- Replies: 2
- Views: 1434
[0.16.51] Fluid Wagon and Pump Visual Bug
I found that if you have a 1-2 fluid wagon train at a station, the second fluid wagon has incorrect fluid connection overlay. This happens whenever the train is at the station, no matter if it was placed or it drove there. The fluid wagons still function correctly though. https://steamuserimages-a.a...
- Sat Jan 13, 2018 10:25 am
- Forum: Show your Creations
- Topic: Very Dense Belt Crafting
- Replies: 1
- Views: 2182
Very Dense Belt Crafting
This is my take at making a belt crafting setup. It ended up being extremely dense and is fairly fast. https://media.discordapp.net/attachments/198104144391700490/401689502390681610/blueprint.png?width=669&height=676 0eNrFXNty2zYQ/ZUOn6UOcQc9nT70oT/RyXhomXY4lSmVpNJ4Mv73glZkSyJA7llVdh6S6MLF8uBgsW...
- Tue Oct 03, 2017 9:38 am
- Forum: Pending
- Topic: Rail Signal Stays Yellow While Stopped
- Replies: 3
- Views: 1459
Re: Rail Signal Stays Yellow While Stopped
What is that supposed to mean?Loewchen wrote:3638
- Tue Sep 26, 2017 6:45 am
- Forum: Pending
- Topic: Rail Signal Stays Yellow While Stopped
- Replies: 3
- Views: 1459
Rail Signal Stays Yellow While Stopped
I noticed some of the rail signals next to my train stay yellow when the train pulls up. It only happens on the first 2 signals after the signal the train is stopped at. Sometimes the 2nd one works properly. In the pic, it is set to read only yellow. It also has this behavior with no circuits and no...
- Wed May 17, 2017 5:03 pm
- Forum: Pending
- Topic: Export to main inventory bug
- Replies: 2
- Views: 1193
Export to main inventory bug
The button to bring a BP from inside a book back to the normal library is broken. It just does nothing.
Images
- Wed May 17, 2017 3:38 pm
- Forum: Pending
- Topic: [Oxyd] Blueprint Library not synced after mod reload
- Replies: 1
- Views: 1103
[Oxyd] Blueprint Library not synced after mod reload
I have been going back and forth from my server and a creative mod world and each time I have to toggle the mod before I load the world. This causes the game to reload. The problem I found is that since I am changing my blueprint library, sometimes it doesn't keep the changes between loads. I think ...
- Sun May 14, 2017 5:43 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: end-game iron/copper and steel smelting (non-smart)
- Replies: 16
- Views: 57868
Re: end-game iron/copper and steel smelting (non-smart)
I got a 2.4k/m setup that uses less splitters. Same amount of smelters and beacons though. Looks like about 32.4MW. You can actually remove one of the speed modules in one of the top beacons and it will still maintain 2.4k/m and the top smelter will build up slower. (second image) https://steamuseri...