Search found 56 matches

by nemostein
Thu Aug 20, 2020 7:12 pm
Forum: Not a bug
Topic: [0.18.37] - Inconsistent electric pole connections
Replies: 5
Views: 1371

Re: [0.18.37] - Inconsistent electric pole connections

I'm having a similar problem... I didn't play the game since 0.17, so I'm not sure when this behavior changed, but electric poles aren't acting like before. Trying to build the rightmost pole gives this chaotic mess of wires: wire-mess.png I've noticed the problem in this (very common) situation: wi...
by nemostein
Sun Apr 26, 2020 1:31 am
Forum: Minor issues
Topic: [0.17.2] Shift+R sometimes brings up the Steam Overlay
Replies: 14
Views: 4194

Re: [0.17.2] Shift+R sometimes brings up the Steam Overlay

Still happening...
Disabling "Minimize on focus loss" fix the problem, though.
by nemostein
Tue Mar 05, 2019 3:38 am
Forum: Ideas and Suggestions
Topic: Patterning Blueprints
Replies: 15
Views: 5993

Re: Patterning Blueprints

I really like this idea, but I think is much more a mod's job than vanilla's.
by nemostein
Tue Mar 05, 2019 3:30 am
Forum: Ideas and Suggestions
Topic: Auto research queue
Replies: 32
Views: 10247

[0.17] Auto queue required research

TL;DR Queuing a research should queue all required research instead of giving a error message. What ? Consider that, in a new world, you want to rush the Fast Inserter technology. You open the Tech Tree , click in the Fast Inserter icon and click Start Research . Instead of showing a tooltip statin...
by nemostein
Tue Mar 05, 2019 3:00 am
Forum: Ideas and Suggestions
Topic: [0.17] Reorganize Research Queue
Replies: 41
Views: 11363

Re: [0.17] Reorganize Research Queue

Agreed... This is in my wish list for the new tech tree window.
by nemostein
Tue Mar 05, 2019 2:50 am
Forum: Implemented Suggestions
Topic: Saved research progress should be shown before continuing research
Replies: 18
Views: 5893

Re: Saved research progress should be shown before continuing research

I have multiple issues with the tech tree window... This is one of them!
by nemostein
Tue Mar 05, 2019 2:49 am
Forum: Ideas and Suggestions
Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Replies: 31
Views: 7205

Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research

Agree with OP... If the new arrangement of the tech tree is to make each science research more specific, then using military on power armor II and portable nuclear is a step against it.
by nemostein
Tue Mar 05, 2019 2:43 am
Forum: Ideas and Suggestions
Topic: Quick insert exact number of items
Replies: 10
Views: 2676

Re: Quick insert exact number of items

Oh, yes, please!!! It would be of great help in the early stages of the game, where resource micro management is a big part of the job.
by nemostein
Tue Mar 05, 2019 2:39 am
Forum: Ideas and Suggestions
Topic: [17.x] make "autoghostmode" just temporarily
Replies: 5
Views: 1929

Re: [17.x] make "autoghostmode" just temporarily

Yes, please... The current auto ghost is kind of annoying, because I'm making the last 6 belts and placing "ghost ghost ghost ghost"...
by nemostein
Fri Mar 01, 2019 1:32 pm
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36501

Re: Version 0.17.1

ThaPear wrote: ↑
Fri Mar 01, 2019 8:06 am
The miner creates an item every 4 seconds. The furnace only takes 3.2 to melt it into a plate. This means that there is 0.8 seconds where the furnace is not doing anything.
This means that 5 Burner mining drill will feed 4 Stone furnaces now.
by nemostein
Thu Feb 28, 2019 3:56 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33709

Re: [0.17.1] intro too hard

Let me share my (UX professional biased) experience with the tutorial... About the first part: - Compilatron takes forever to explain what (and how) to do next. - The objectives list checked "mine stone" after first stone was collected, but that isn't enough to make anything. - Compilatron...
by nemostein
Tue Mar 13, 2018 11:21 am
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.16.29] Corrupted graphics - SOLVED
Replies: 19
Views: 11161

Re: [Posila] [0.16.29] Corrupted graphics - SOLVED

posila wrote:... made a mistage ...
Mistages. Mistages everywhere... :p

Fantastic job, by the way... Thank you! = ]
by nemostein
Fri Jan 19, 2018 6:31 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41049

Re: Friday Facts #226 - New mod portal & other news

What about the Splitter changes? "Taking more time" means not implementing this for now?
by nemostein
Wed Jan 10, 2018 6:05 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 49878

Re: Version 0.16.16

Tekky wrote:Now the only unintuitive hack that remains to be abolished are underground belts, when being abused for splitting individual belt lanes.
I still think that we should have a "zipper" or a checkbox on splitters to change it's behavior.
by nemostein
Thu Jun 29, 2017 6:03 pm
Forum: Releases
Topic: Version 0.15.25
Replies: 13
Views: 13928

Re: Version 0.15.25

tincopper2 wrote:"there was a bettery with available energy"
It's because batteries are a better source of energy, a bettery...
by nemostein
Fri May 26, 2017 5:49 pm
Forum: Releases
Topic: Version 0.15.15
Replies: 20
Views: 17252

Re: Version 0.15.15

You guys are the best!
by nemostein
Sat May 20, 2017 11:42 am
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 38358

Re: Underground belt lane splitting, anyone else hate it?

The devs "curated" this solution as "the one true solution", but it really looks as ugly as a ugly hack can look.
As I understand, another entity would be ideal.
by nemostein
Wed May 17, 2017 8:45 pm
Forum: General discussion
Topic: Logistic network and combinators
Replies: 7
Views: 3110

Re: Logistic network and combinators

because i'm sending the full barrels to remote outposts for mining uranium (and those are not connected to the network), so i want to always have some full barrels available and the total amount to be adjusted upwards when/if i start needing more because of uranium mining expansion You are adding s...
by nemostein
Tue May 16, 2017 1:51 am
Forum: General discussion
Topic: Loader Poll - Trying to get an idea of what the opinions are
Replies: 160
Views: 54232

Re: Loader Poll - Trying to get an idea of what the opinions are

After reading this posts and tried the ingame loaders I've changed my mind completely... Loaders aren't overpowered at all, if you consider a commom factory. The only logistics related item that I wanted implemented was a real lane spliter (I really hate that undergroung belt ugly hack). But now I w...
by nemostein
Tue May 16, 2017 1:04 am
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 53102

Re: Version 0.15.10

Image

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