This doesn't seem to be true. I'm unable to walk in-between mining drills?Sanqui wrote: Mon Oct 21, 2024 11:04 am * Altered the mining drill bounding box, so you can walk between mining drill and substation and such.
Search found 14 matches
- Tue Oct 22, 2024 3:47 pm
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 56832
Re: Version 2.0.7
- Tue Mar 05, 2019 1:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] Crash when loading old save
- Replies: 13
- Views: 5533
Re: [0.17.5] Crash when loading old save
Error I get when trying to load save from 0.16.51 with no mods.
- Fri Jan 18, 2019 1:23 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 80192
Re: Friday Facts #278 - The new quickbar
keys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page.Amegatron wrote: Fri Jan 18, 2019 1:22 pm Sounds nice.
Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking?
- Fri Jan 18, 2019 1:23 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 80192
Re: Friday Facts #278 - The new quickbar
Will the pages you define for the quick bar persist between game to game or server to server?
- Mon Dec 18, 2017 11:32 pm
- Forum: Ideas and Suggestions
- Topic: Recipe tooltip time accounting machine crafting speed
- Replies: 10
- Views: 4348
[UI] Crafting time relative to crafting speed
The energy (crafting time of an item) should reflect the entity's, that it is being crafted in, crafting speed.
For example:
A solar panel takes 10 seconds to produce when built in a assembler with a crafting speed of 1.
If I were to build a solar panel in an Assembler Machine 2, with a crafting ...
For example:
A solar panel takes 10 seconds to produce when built in a assembler with a crafting speed of 1.
If I were to build a solar panel in an Assembler Machine 2, with a crafting ...
- Wed Dec 13, 2017 4:44 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 123319
Re: Version 0.16.0
Is it just me or does it seem strange you do not need an artillery turret to build an artillery wagon?
- Sat May 13, 2017 4:28 am
- Forum: Ideas and Suggestions
- Topic: Turret Coverage Overlay Overlap Color
- Replies: 0
- Views: 800
Turret Coverage Overlay Overlap Color
On the map's turret coverage overlay:
If two or more turret ranges overlap; the color on the overlay should be darker for the overlapped portion.
If two or more turret ranges overlap; the color on the overlay should be darker for the overlapped portion.
- Thu May 04, 2017 9:03 pm
- Forum: Resource Spawner Overhaul
- Topic: Error when trying to run remote.call("RSO","regenerate")
- Replies: 9
- Views: 4968
Re: Error when trying to run remote.call("RSO","regenerate")
Sounds good. Thanks.
- Thu May 04, 2017 8:08 pm
- Forum: Resource Spawner Overhaul
- Topic: Error when trying to run remote.call("RSO","regenerate")
- Replies: 9
- Views: 4968
Re: Error when trying to run remote.call("RSO","regenerate")
Loaded up fresh map with the mods on and it regened fine.
I uploaded the save that still has the issue.
I uploaded the save that still has the issue.
- Thu May 04, 2017 5:27 pm
- Forum: Resource Spawner Overhaul
- Topic: Error when trying to run remote.call("RSO","regenerate")
- Replies: 9
- Views: 4968
Re: Error when trying to run remote.call("RSO","regenerate")
Getting the same error.
I've attached a zip of my mods with the log file.
I've attached a zip of my mods with the log file.
- Thu May 04, 2017 2:44 am
- Forum: Duplicates
- Topic: [0.15.6] No steam option in circuit network signals
- Replies: 3
- Views: 1999
[0.15.6] No steam option in circuit network signals
I am using Flow Control's valves to route steam to store it for emergencies. I then went to wire up a speaker to broadcast an alert if the amount of steam amount in the valve was below a certain value, but there is no steam option when selecting the circuit networks signal options.
- Thu Dec 15, 2016 3:25 pm
- Forum: Ideas and Suggestions
- Topic: Display Total Assembling Time (Factor in crafting speed/module bonuses into crafting time)
- Replies: 6
- Views: 3264
Re: Factor in crafting speed/module bonuses into crafting time
Yeah sorry if it was confusing. It would just display the actual time it takes to craft something based on what building/modules/effects that building has. So if the base build time is 10 sec and the crafting speed is .5 then it would say 20 sec when you hover over it vs always saying the base time.
- Thu Dec 15, 2016 5:33 am
- Forum: Ideas and Suggestions
- Topic: Display Total Assembling Time (Factor in crafting speed/module bonuses into crafting time)
- Replies: 6
- Views: 3264
Re: Factor in crafting speed/module bonuses into crafting time
I do not like that, sorry.
It goes against automation: instead of building a second/third assembly (which would solve the problem) the player is bonused by not doing anything.
And it is the same game-principle that is used in apps to keep a player playing (and so have him watched as many ...
It goes against automation: instead of building a second/third assembly (which would solve the problem) the player is bonused by not doing anything.
And it is the same game-principle that is used in apps to keep a player playing (and so have him watched as many ...
- Thu Dec 15, 2016 4:57 am
- Forum: Ideas and Suggestions
- Topic: Display Total Assembling Time (Factor in crafting speed/module bonuses into crafting time)
- Replies: 6
- Views: 3264
Display Total Assembling Time (Factor in crafting speed/module bonuses into crafting time)
It would be a nice feature if you hovered over an item being built in, an assembly machine for example, that the time to craft that item would change based on the bonuses/crafting speed of the building.
So, for example i am making item A, which takes 10 seconds to produce,and i am using an assembly ...
So, for example i am making item A, which takes 10 seconds to produce,and i am using an assembly ...