Search found 286 matches
- Mon May 08, 2017 9:31 pm
- Forum: Ideas and Suggestions
- Topic: No way to place underground belt outputs facing apart
- Replies: 17
- Views: 5557
Re: No way to place underground belt outputs facing apart
it being hack-ish is what's so cool about it though. But it breaking with blueprints in certain situations is not so cool now is it? It's also not so cool that it makes semantically no sense. Just because I want to split a belt lane off I shouldn't need an orphaned underground belt. There should be...
- Mon May 08, 2017 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Train Length Lookahead Signal
- Replies: 23
- Views: 8515
Re: Train Length Lookahead Signal
Sounds good to me, but rather than adding a new entity to the game maybe this should be an option in the chain signal GUI? (please don't make it default, though - there are some neat tricks you can do with chain signals and short exit blocks!)
- Mon May 08, 2017 5:53 pm
- Forum: Implemented Suggestions
- Topic: Need a way to empty out pipes
- Replies: 6
- Views: 4419
Re: Need a way to empty out pipes
My suggestion is that if two liquids are in the same pipe, they should cancel each other out. That way, whichever liquid there is more of will be the one that is left. It doesn't work like that. There can never be more than one type of fluid in a pipe anyway. The problem is having, e.g. 10 pipes of...
- Mon May 08, 2017 5:33 pm
- Forum: Ideas and Suggestions
- Topic: No way to place underground belt outputs facing apart
- Replies: 17
- Views: 5557
Re: No way to place underground belt outputs facing apart
This is why I think underground belt sideloading should be avoided and considered a bug. It's just janky and weird to be repurposing an entity like this that's meant for a completely different mechanic. There should be a dedicated lane splitter entity or some extension to splitters/belts if this use...
- Sat May 06, 2017 2:36 pm
- Forum: Won't fix.
- Topic: [0.15.9] Turret coverage in unexplored chunks
- Replies: 1
- Views: 1044
[0.15.9] Turret coverage in unexplored chunks
The turret coverage option on the map shows the range of turrets in unexplored/hidden terrain.
- Fri May 05, 2017 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Active personal construction robots count in inventory
- Replies: 1
- Views: 2037
Active personal construction robots count in inventory
Construction robots launched from personal roboports should count as being in your inventory. I think this exception should be made because it has a tangible benefit (logistic robots won't bring you extra construction robots every time you use your personal roboports) and no practical downsides that...
- Thu May 04, 2017 9:55 pm
- Forum: General discussion
- Topic: [0.15 experimental] Were my oil patches converted properly?
- Replies: 3
- Views: 1565
[0.15 experimental] Were my oil patches converted properly?
Just wondering if it's intended that my existing oil wells were changed from 0.1/s to 0.5/s when I updated to 0.15. I expected at least 1/s since I thought the whole point of multiplying all fluid values by 10 was to eliminate fractions (I'm still seeing fractions on tanks and pipes as well). It see...
- Thu May 04, 2017 9:06 am
- Forum: Not a bug
- Topic: [0.15.6] Logistic conditions on belts lack virtual signals
- Replies: 3
- Views: 1098
Re: [0.15.6] Logistic conditions on belts lack virtual signals
There are no virtual signals for logistic networks. Those are for circuit networks only. Unless you're using a mod that adds virtual signals?
- Wed May 03, 2017 10:51 am
- Forum: Ideas and Suggestions
- Topic: Personal construction robots leave w/ construction materials
- Replies: 4
- Views: 2019
Personal construction robots leave w/ construction materials
Construction robots launched from a personal roboport should already have the materials needed to build/repair. I don't see a reason against this. It's just a little annoying having to stop for those bots all the time.
- Tue May 02, 2017 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Falloff distance in addition to or as part of volume slider
- Replies: 3
- Views: 1191
Re: Falloff distance in addition to or as part of volume slider
One little thing I keep finding myself wondering whenever I get my mind turned to the subject of positional audio in a 2D game: Which plane do you position the sound sources on? Do you put them on the X-Y plane to match the screen, or the X-Z plane to match where the character is moving around? X-Y...
- Mon May 01, 2017 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Falloff distance in addition to or as part of volume slider
- Replies: 3
- Views: 1191
Falloff distance in addition to or as part of volume slider
I think there should be a way to adjust the max distance of the programmable speaker. The range is too big right now IMO. Merely adjusting the volume doesn't really help, since I can still hear the sound, albeit not as loudly, from about half the screen distance away at the farthest zoom level. It's...
- Mon May 01, 2017 4:35 pm
- Forum: Outdated/Not implemented
- Topic: Circuit connection point that matters
- Replies: 5
- Views: 2179
Re: Circuit connection point that matters
Nah, this would break designs when rotated/mirrored.
- Sun Apr 30, 2017 5:22 pm
- Forum: Pending
- Topic: [0.15.5] Right-clicking on a blueprint book clears active BP
- Replies: 3
- Views: 1250
Re: [0.15.5] Right-clicking on a blueprint book clears active BP
Nope, I knew that already (over 450+ hours played) and I definitely was not holding shift.
- Sun Apr 30, 2017 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Make blueprints fully 'out-of-world' feature
- Replies: 14
- Views: 5617
Make blueprints fully 'out-of-world' feature
I feel like blueprints are in an awkward in-between spot right now - partially in-world items (like circuit wire), partially a tool / playing aid (like pipette). You can create and manage blueprints for free, but you can also still carry them in your inventory. But what is the point of them still be...
- Sun Apr 30, 2017 4:42 pm
- Forum: Pending
- Topic: [0.15.5] Right-clicking on a blueprint book clears active BP
- Replies: 3
- Views: 1250
[0.15.5] Right-clicking on a blueprint book clears active BP
Hey, so I was just going through my blueprints that I created before 0.15 and adding the best ones to the new blueprint library. After moving each blueprint from my blueprint book to the blueprint library, it ended up in my inventory so I had to move it back into the blueprint book (a little tedious...
- Sat Apr 29, 2017 5:16 pm
- Forum: Not a bug
- Topic: [15.0] Follower robot count 7 research missing
- Replies: 5
- Views: 2597
Re: [15.0] Follower robot count 7 research missing
This may not be a bug in the code, but it certainly seems like an error in the research definitions. See this album: http://imgur.com/a/Ys6Db (the last image shows the inconsistency) Also (possibly related): Mining productivity researches show up like 1–3, 4–7, etc , but after you've researched them...
- Sat Apr 29, 2017 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: Stack Split Interaction with Click-Drag-Shift-Rightclick
- Replies: 3
- Views: 6857
Re: Stack Split Interaction with Click-Drag-Shift-Rightclick
Honestly it wasn't that bad that the last item was remaining. It's easy to just ctrl+left-click if it bothers you. Now we have a worse problem. If you keep dragging over machines with no more items, it picks up ALL of the items in that machine and puts them in your inventory. That's the exact opposi...
- Sun Apr 23, 2017 10:19 am
- Forum: Ideas and Suggestions
- Topic: Turrets and Ammo Display
- Replies: 4
- Views: 1487
Re: Turrets and Ammo Display
Don't need an alert for running out of ammo. Your turret will simply be destroyed and you will know .
Btw, flamethrower turrets use crude oil, light oil or heavy oil, not flamethrower ammo.
Btw, flamethrower turrets use crude oil, light oil or heavy oil, not flamethrower ammo.
- Wed Apr 19, 2017 8:20 am
- Forum: Ideas and Suggestions
- Topic: Don't path to train stop if its exit condition's already met
- Replies: 5
- Views: 2398
Re: Don't path to train stop if its exit condition's already met
How would this work with circuit network conditions?
- Mon Apr 17, 2017 12:30 am
- Forum: Ideas and Suggestions
- Topic: Better environment
- Replies: 4
- Views: 1554
Re: Better environment
I don't think water and tree animations would cost CPU time...