Search found 281 matches

by ickputzdirwech
Tue Oct 27, 2020 7:24 pm
Forum: Ideas and Suggestions
Topic: Rocket Launch by Circuit Condition
Replies: 19
Views: 1759

Re: Rocket Launch by Circuit Condition

AmericanPatriot wrote:
Tue Oct 27, 2020 5:15 pm
Sounds like a bug to me.
Good luck reporting that ;)
by ickputzdirwech
Mon Oct 26, 2020 7:14 pm
Forum: Pending
Topic: Desync mit Mods
Replies: 3
Views: 125

Re: Desync mit Mods

Wir haben im Multiplayer das Problem, dass beim beitreten auf dem server sehr oft eine Desynchronisation stattfindet. Der beigefügte Bericht ist der aktuellste. If you don’t speak English at all you can use an online translator and add your German text to your post as well. Small mistakes are not a...
by ickputzdirwech
Sat Oct 24, 2020 9:06 am
Forum: PyMods
Topic: High-tech chips
Replies: 2
Views: 154

Re: High-tech chips

Please brag some more and post some images and or blueprints!
by ickputzdirwech
Fri Oct 23, 2020 5:39 pm
Forum: Outdated/Not implemented
Topic: Reverse-facing locomotives contribute to total train power
Replies: 51
Views: 1276

Re: Reverse-facing locomotives contribute to total train power

Well, who is to decide who the minority is? To bring this back on topic I would be interested in the overwhelming advantages of double headed trains that the advocates of the current system always cite (but not explain), that are supposed to justify the disadvantages of double headed trains. Disadva...
by ickputzdirwech
Thu Oct 22, 2020 3:49 pm
Forum: Outdated/Not implemented
Topic: Reverse-facing locomotives contribute to total train power
Replies: 51
Views: 1276

Re: Reverse-facing locomotives contribute to total train power

I don’t think this would be a balancing issue whatsoever. I would even argue it is out of balance right now. Neither the use of one- nor bidirectional trains should be incentivised. There is no right or wrong (I personally prefer one directional trains). Both systems have their advantages and disadv...
by ickputzdirwech
Thu Oct 22, 2020 1:13 pm
Forum: General discussion
Topic: Power Poles
Replies: 10
Views: 548

Re: Power Poles

Can you please explain what you mean by „old“ and „new“ power poles? I can’t remember that the design ever really changed. Some pictures maybe? And some more detailed explanation what exactly should be changed would be great. I am happy with the power poles as they are right now.
by ickputzdirwech
Wed Oct 21, 2020 1:21 pm
Forum: Modding help
Topic: [Solved] Finding fires
Replies: 7
Views: 227

Re: Finding fires

I can’t answer your question but could you merge all the areas in range of all water turrets so you don’t have to check every tile multiple times if the areas overlap? And if you find anything of interest check which turrets are in range?
by ickputzdirwech
Sun Oct 18, 2020 3:45 pm
Forum: Ideas and Suggestions
Topic: Rocket Launch by Circuit Condition
Replies: 19
Views: 1759

Re: Rocket Launch by Circuit Condition

Are you saying that you can send space science into space by placing it in the cargo slot and get fish as a result? This is exactly what happens. It will give you one fish per space science pack, but only a maximum of one stack which is 100. The problem is that you can only semi automate this if yo...
by ickputzdirwech
Sat Oct 17, 2020 2:47 pm
Forum: Modding help
Topic: Localisation built-in parameters
Replies: 0
Views: 54

Localisation built-in parameters

On the wiki there is a nice tutorial about localisations. I have a question regarding the section Built-in parameters . It says you can use __CONTROL__, __ITEM__ and __ENTITY__. So far so good, all of them work. However it actually says: We can also use this for items and entities etc .: What does t...
by ickputzdirwech
Thu Oct 15, 2020 7:06 pm
Forum: Railway Setups
Topic: Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)
Replies: 4
Views: 339

Re: Sunflower junction (8-way RHD unbuffered double roundabout; 10-car max)

Theikkru wrote:
Thu Oct 15, 2020 12:19 pm
Trains longer than 10 cars will crash into themselves if they try to make a U-turn
Is that because they actually take a left turn/the inner circle when they do a U-turn?
by ickputzdirwech
Thu Oct 15, 2020 2:28 pm
Forum: Not a bug
Topic: [1.0] Destroyed buildings and bots not included in stats
Replies: 3
Views: 138

Re: [1.0] Destroyed buildings and bots not included in stats

I think it would be reasonable to include these entities in the kill statistics (and not the losses). But here are some thoughts against it: First of I never heard of anyone using the kill statistics as a way to tell how many of an entity they placed down (I honestly can’t even think of a reason why...
by ickputzdirwech
Thu Oct 15, 2020 9:37 am
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 330

Re: Add a hotkey for blueprint string import

That‘s a shame. At least it explained my struggle. Guess I’ll just scrap that idea and wait for it to be implemented by the devs or you. Looking forward to your Mod! :)
by ickputzdirwech
Thu Oct 15, 2020 9:32 am
Forum: Resolved for the next release
Topic: [0.18.14] Single steam engine shows 960kW available power
Replies: 25
Views: 3320

Re: [0.18.14] Single steam engine shows 960kW available power

May I ask in wich way you fixed it? Hope you didn’t remove the tooltip info!
by ickputzdirwech
Wed Oct 14, 2020 1:01 pm
Forum: Gameplay Help
Topic: Belt Balancers: Input-balanced balancer
Replies: 6
Views: 1704

Re: Belt Balancers: Input-balanced balancer

I guess the belt above the underground belt you highlighted should point to the left.

Edited because I mixed up left and right :oops:
by ickputzdirwech
Wed Oct 14, 2020 9:19 am
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 330

Re: Add a hotkey for blueprint string import

Actually, blueprint books do have the ability to set a hotkey, it's just unset by default: Damn, I always assumed there was none, since it didn’t say “(Not set)” in the tooltip. Turns out associated_control_input only shows the hotkey when it is set like “(Alt + B)”. Not very intuitive. I also coul...
by ickputzdirwech
Wed Oct 14, 2020 8:18 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Train based direct insertion challenge
Replies: 28
Views: 2011

Re: Train based direct insertion challenge

How about using only one machine per wagon? This would certainly fix this issue. In order to keep the production at a decent speed you could place beacons in between. Each assembler could be hit by four beacons. Not a very nice solution but it certainly wouldn’t jam. As for the labs you could try to...
by ickputzdirwech
Tue Oct 13, 2020 9:30 pm
Forum: Gameplay Help
Topic: How to cancel deconstruction of trees & cliffs?
Replies: 3
Views: 261

Re: How to cancel deconstruction of trees & cliffs?

Usul wrote:
Tue Oct 13, 2020 8:36 pm
How is it done? Tried shift+leftclick or decon planner with igonre:only trees and cliffs, but did not work. :?: 8-)
I don’t understand what your deconstruction planner is set to. I would suggest using an empty one and pressing shift like Loewchen suggested.
by ickputzdirwech
Tue Oct 13, 2020 2:40 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 330

Re: Add a hotkey for blueprint string import

Blueprint book also doesn’t have a hotkey. Really annoying. Definitely a +1

Edit: I’ll add both of them to my mod when I got time this evening.

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