Search found 23 matches

by hanli427
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

Re: [Rseding91] [2.0.10] "Make it better" achievement bug

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.
by hanli427
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.
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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.
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
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 ...
by hanli427
Fri May 05, 2017 7:02 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 39462

Re: Version 0.15.8

kinnom wrote:
Steambirds wrote:What does it mean by "train penalty"? Is it a penalty to braking distance when driving the vehicle?
No, just a value that gets added to the distance when calculating routes.
Why calculate distances if you control manually? Isn't it the speed penalty when driving manually.
by hanli427
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 ...
by hanli427
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.
by hanli427
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 ...

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