Still bugged, only unlocks if you put them in by hand. You, The Engineer, not Bots.
Bothered me for a long time, since once I got bots I only use the remote view for construction, never do anything myself.
Search found 23 matches
- Wed Dec 18, 2024 11:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.10] "Make it better" achievement bug
- Replies: 7
- Views: 2109
- Sat Jan 20, 2024 10:57 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 41013
Re: Friday Facts #394 - Assembler flipping and circuit control
What happens to modules when you swap assembler recipes, since productivity modules may not be used with all recipes?
I assume the old ones could just go to the output, but can there be a way to swap in other modules in their place?
Or should it be up to the user to make sure such things don't happen.
I assume the old ones could just go to the output, but can there be a way to swap in other modules in their place?
Or should it be up to the user to make sure such things don't happen.
- Sat Oct 28, 2023 4:48 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 64950
Re: Friday Facts #382 - Logistic groups
If the formula for weights is automated, does this mean that items weigh more on marathon settings, since more items went into crafting?
Does recycling on marathon yield more resources back (I would assume so, since it should be based on the crafting recipe).
Can one manually set the weight for any ...
Does recycling on marathon yield more resources back (I would assume so, since it should be based on the crafting recipe).
Can one manually set the weight for any ...
- Fri Sep 29, 2023 11:44 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 129935
Re: Friday Facts #378 - Trains on another level
I'm guessing it has to do with perspective weirdness, but I notice it especially with the juxtapose: why do the elevated water tracks seem to have two sets of shadows but not those over land? Interesting!
That is one shadow and one reflection.
I really like this new content. Will be fun to try ...
- Sat Sep 16, 2023 7:04 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 104124
Re: Friday Facts #376 - Research and Technology
Last week you said there was a +300% production cap on buildings, does this include the production bonus from the research then?
I guess it does, as it justifies diversifying the bonuses as well.
I guess it does, as it justifies diversifying the bonuses as well.
- Fri Sep 08, 2023 1:59 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 253150
Re: Friday Facts #375 - Quality
I am divided on this.
On one hand I don't like the randomness, and much less so in the likeness to lootboxes.
On the other, once you got things going you can consistently make your higher quality items, just at greater expense and a larger setup. And in a far more interesting way than just having ...
On one hand I don't like the randomness, and much less so in the likeness to lootboxes.
On the other, once you got things going you can consistently make your higher quality items, just at greater expense and a larger setup. And in a far more interesting way than just having ...
- Mon Feb 22, 2021 10:23 am
- Forum: Questions, reviews and ratings
- Topic: Mod suggestions for new mega factory playthrough.
- Replies: 1
- Views: 1477
Mod suggestions for new mega factory playthrough.
I am thinking about starting a new game, and am considering what mods to use for it, and would like to ask for some suggestions.
The playthrough will be a mega factory, with map settings combining marathon, railworld and deathworld. I also want some mods to enhance the game, particularily late game ...
The playthrough will be a mega factory, with map settings combining marathon, railworld and deathworld. I also want some mods to enhance the game, particularily late game ...
- Fri Aug 14, 2020 6:57 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 112303
Re: Version 1.0.0
Congratulations, very nice update. I loved running around with the Spidertron. But it really needs some way to remotely/automatically restocking/emptying its inventory, for both refilling rockets as well as construction materials. Logistics request and trash slots would be ideal, but also being able ...
- Wed May 30, 2018 6:16 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 62664
Re: [MOD 0.16.x] SCTM
Yes, admittedly the military science pack was a little easy, at least in context for what you are trying to do with the mod pack. But to me it was always meant to be early, just a step above green tech. Putting it on par with blue tech is too high, in my opinion. Requiring brass and invar is still a ...
- Tue May 29, 2018 8:32 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 62664
Re: [MOD 0.16.x] SCTM
Great mod, overall I really like it. But why lock military science behind advanced circuits. Isn't that pushing it too far. Before 0.16.20 I could change the lab tier required and that way I didn't need advanced circuits, but now you changed the recipe for the pack itself to require advanced ...
- Mon Feb 26, 2018 3:41 pm
- Forum: Ideas and Suggestions
- Topic: Sunlight detector
- Replies: 3
- Views: 4448
Re: Sunlight detector
maybe this will work for you.
Day_Timer.png
place it at night when solar is producing 0 power, and don't connect the pole to the electric network .
when the sun comes up it will start to charge the accumulator, which will trigger the 25000 count (ticks in a day) timer.
T signal at dawn will be ...
Day_Timer.png
place it at night when solar is producing 0 power, and don't connect the pole to the electric network .
when the sun comes up it will start to charge the accumulator, which will trigger the 25000 count (ticks in a day) timer.
T signal at dawn will be ...
- Mon Feb 26, 2018 7:36 am
- Forum: Ideas and Suggestions
- Topic: Sunlight detector
- Replies: 3
- Views: 4448
Sunlight detector
I would like to see a sunlight detector for circuit networks. Easiest might be to have a circuit network output from the solar panels, that provides its energy output as a percentage. That way you could use it to detect whether the sun is up. Perhaps better is a dedicated component, incase you think ...
- Sun Feb 25, 2018 10:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
- Replies: 18
- Views: 12529
Re: [16.4] "Enemy Bases" settings effect no changes
Is richness even supposed to do anything with artifacts having been removed?
It changes how quickly bigger biters start to spawn.
Isn't that what the evolutions settings under the advanced tab does? Or do you mean the amount of pollution absorbed by the spawners before a biter appears, and time ...
It changes how quickly bigger biters start to spawn.
Isn't that what the evolutions settings under the advanced tab does? Or do you mean the amount of pollution absorbed by the spawners before a biter appears, and time ...
- Fri Feb 09, 2018 7:26 am
- Forum: Technical Help
- Topic: [0.16.22] Extreme GPU utilization
- Replies: 3
- Views: 2139
Re: [0.16.22] Extreme GPU utilization
Ok, this is weird, I restarted the computer over night, and now when I turned it on this morning I am not having any of these problems. Even without enabling that graphics option the GPU utilization is now at 16% fully zoomed out in that map. Turning on "separate lower object atlas" dropped it to 5 ...
- Thu Feb 08, 2018 10:00 pm
- Forum: Technical Help
- Topic: [0.16.22] Extreme GPU utilization
- Replies: 3
- Views: 2139
[0.16.22] Extreme GPU utilization
I am having problems with severe framerate drops on some maps. I attach a fresh map where this occurs.
When zoomed in the FPS is fine, but zooming out it drops to around 30 for me. UPS is fine, only FPS drops. I checked and found that the GPU utilization is at 100%. I have a GTX 970 so that shouldn ...
When zoomed in the FPS is fine, but zooming out it drops to around 30 for me. UPS is fine, only FPS drops. I checked and found that the GPU utilization is at 100%. I have a GTX 970 so that shouldn ...
- Sun Jan 14, 2018 12:10 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 480212
Re: Friday Facts #225 - Bots versus belts (part 2)
Personally, I think belts are a lot more fun than bots, so as such it feels disappointing that bots are so much stronger than belts late game. Nothing wrong with bots being strong, but I think belts should still remain viable, so a bot nerf is necessary I think.
The problem is when you have a very ...
The problem is when you have a very ...
- Fri May 05, 2017 7:02 pm
- Forum: Releases
- Topic: Version 0.15.8
- Replies: 58
- Views: 39462
Re: Version 0.15.8
Why calculate distances if you control manually? Isn't it the speed penalty when driving manually.kinnom wrote:No, just a value that gets added to the distance when calculating routes.Steambirds wrote:What does it mean by "train penalty"? Is it a penalty to braking distance when driving the vehicle?
- Fri May 05, 2017 6:56 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 54905
Re: Version 0.15.7
About the change in science pack recipes, I feel that the change from assembler 1 to electric miner for science pack 3 is fine. On normal recipe cost they are the same, on expensive the miner is more expensive, which seems like a good move to me. However, switching from pumpjack to assembler 1 for ...
- Fri May 05, 2017 6:39 pm
- Forum: Not a bug
- Topic: [15.x] Cannot get "Tech maniac" achievement.
- Replies: 9
- Views: 9675
Re: [15.x] Cannot get "Tech maniac" achievement.
Compare the current infinite rank with the highest non-infinite rank of that tech chain, best way I can think of.
- Thu Apr 27, 2017 4:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] Tech price multiplier doesn't work with infinite research
- Replies: 6
- Views: 5459
Re: Cost of some techs not scaling with price multiplier
I am not sure you got the main problem I was referring to, or maybe I shouldn't have brought up two issues in one post. The main bug I reported was that some techs have the same cost, regardless of the price multiplier. For instance Mining Productivity 1 costs 100 each of red and green science ...