Search found 93 matches
- Sat May 23, 2020 11:28 pm
- Forum: Ideas and Requests For Mods
- Topic: If I hit it, it dies.
- Replies: 3
- Views: 1225
If I hit it, it dies.
I want a mod that will automatically mark for harvest any tree, rock or cliff that I run a vehicle into.
- Sat Nov 16, 2019 5:43 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 34090
Re: Friday Facts #321 - Countdown
So after you launch the game officially, aren't you going to start over from scratch and see if you can launch again in less time, and without lasers?
- Tue Sep 17, 2019 2:24 pm
- Forum: Not a bug
- Topic: [0.17.68] Visual bug, plants over car
- Replies: 2
- Views: 1170
Re: [0.17.68] Visual bug, plants over car
Plants growing up through the car are intended? Wow. Okay
- Tue Sep 17, 2019 2:07 am
- Forum: Not a bug
- Topic: [0.17.68] Visual bug, plants over car
- Replies: 2
- Views: 1170
[0.17.68] Visual bug, plants over car
https://steamcommunity.com/profiles/765 ... 0085399010
If it helps, I backed the car into that spot and if I back up a little farther the plants drop under the car.
If it helps, I backed the car into that spot and if I back up a little farther the plants drop under the car.
- Mon May 27, 2019 8:27 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3863
- Views: 1188875
Re: Bugs & FAQ
Just a quick one: For Fermentation Process, the recipes show acetic acid as the result of anaerobic fermentation and ethanol as the result of aerobic fermentation, when it should probably be the reverse ( "Because yeasts perform this conversion in the absence of oxygen, alcoholic fermentation ...
- Wed Apr 17, 2019 1:07 am
- Forum: Ideas and Suggestions
- Topic: Rails could track how often they're used
- Replies: 3
- Views: 1256
Re: Rails could track how often they're used
Do you really mean "how many locomotives have passed" or rather "how many times did some locomotive pass"? I always find numbers like these irritating. Absolutely. What I care about is traffic, which means every pass by any locomotive should count. Your public transit organizati...
- Sun Apr 14, 2019 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Rails could track how often they're used
- Replies: 3
- Views: 1256
Rails could track how often they're used
It would be really nice to have a record of how much traffic went down a particular rail.
Turrets already track how many things they killed, and assemblers track how many things they've made.
Wouldn't it be awesome if tracks tracked how many locomotives have passed?
Turrets already track how many things they killed, and assemblers track how many things they've made.
Wouldn't it be awesome if tracks tracked how many locomotives have passed?
- Sat Apr 06, 2019 3:14 am
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 23586
Re: Version 0.17.25
A. I'm very, very drunk. I got a bad review at work and I should not be posting anything online at all in this condition. B. I highly recommend Sambucca. That wasn't very relevant, so let me try this... If you want to ban multiples of a single ingredient (as input or as output,) in a recipe... isn't...
- Thu Mar 28, 2019 10:57 pm
- Forum: Releases
- Topic: Version 0.17.21
- Replies: 15
- Views: 14175
Re: Version 0.17.21
Beta means feature complete and 1.0 means an acceptably debugged beta. But the definition of feature complete depends on which features are deemed necessary. Traditionally, it would be all the features originally slated for the app, but with a game, it's easy to "discover" new features tha...
- Sun Mar 24, 2019 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Accumulator charge graph
- Replies: 8
- Views: 21339
Re: Accumulator charge graph
Has anyone ever tried implementing this using combinators and lamps?
I should say, I'm trying and I can't seem to get my shift register to work.
I should say, I'm trying and I can't seem to get my shift register to work.
- Sun Mar 03, 2019 7:40 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
- Replies: 31
- Views: 7071
Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
throw a ton of shields in it and it might as well be armor anyways. Right. And that's why I said it would be incompatible with shields. I don't see how separating them is necessary. The power armor just gives you the equipment grid. All the military stuff you can put it in still requires military r...
- Sun Mar 03, 2019 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Tech queues feel very unfinished
- Replies: 1
- Views: 750
Tech queues feel very unfinished
I appreciate the tech queue as implemented and it's a huge help to reduce interruptions and let me focus on building the base. I absolutely LOVE the orange color for techs that aren't available yet, but will be when the current queue is done. That rocks! Just a couple little ideas to make them easie...
- Sun Mar 03, 2019 6:25 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
- Replies: 31
- Views: 7071
Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
The utility abilities of power armor need to be separated from the military abilities. That could be done with a "power suit" item mark 1 and 2 as a cheaper alternative to power armor. It wouldn't have the defense of power armor and wouldn't accept laser defense or shield modules. Since Po...
- Wed Feb 27, 2019 3:42 am
- Forum: Releases
- Topic: Version 0.17.1
- Replies: 56
- Views: 36182
Re: Version 0.17.1
I don't know if there's a feedback thread around somewhere, so I'll just leave this here: The new campaign is HARD. Really, really hard. Specifically, I've launched many, many rockets, but I lost due to bugs invading from both sides in huge masses. My wife has played with me through quite a few rock...
- Thu Feb 14, 2019 2:50 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 86707
Re: Friday Facts #280 - Visual Feedback is the king
I have an idea (I hope it wasn't already suggested) When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train. Not sure if just trolling or just need gl...
- Fri Feb 08, 2019 1:04 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 86707
Re: Friday Facts #280 - Visual Feedback is the king
I love all of these changes. Great work. I especially love the new toolbar. I have one little request for the toolbar: I would really like to be able to pause my server with a hotkey. I play with my wife and when a cat starts throwing up is a bad time to be hunting through menus. I'm kind of hoping ...
- Tue Jan 15, 2019 4:00 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 41939
Re: Friday Facts #277 - GUI progress update
About 25 years ago, I wrote a little webapp (In Perl. Those were the days!) to do something a lot like this: https://i.imgur.com/BHm0SQF.png It let developers check boxes to show progress and stored it on a server where people outside the team could view it. How would the dev team feel about a tool ...
- Sun Dec 09, 2018 10:42 am
- Forum: Ideas and Suggestions
- Topic: Moving and transporting full chests
- Replies: 9
- Views: 5186
Re: Moving and transporting full chests
The car is not a substitute. To use the car to move a chest, you have to EMPTY the chest into the car. You have two options to move things by car: 1. Repeatedly fill up your inventory and dump it into the car (and ditto the other way at the other end OR 2. Let inserters fill and empty the car. The f...
- Sat Dec 08, 2018 12:59 am
- Forum: Ideas and Suggestions
- Topic: Moving and transporting full chests
- Replies: 9
- Views: 5186
Hand-Truck for moving full boxes
TL;DR A hand-truck / dolly / stack truck / sack truck would improve my quality of life. What ? It would be an item that could be applied to a full chest, similar to a repair tool. The effect would be to create a mobile (vehicle) version of the chest that the player could move to its new location wi...
- Wed Oct 03, 2018 2:14 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7324
Suggestion: Chests should output the number of empty slots
TL;DR When connected to a logic network, there should be an option for chests and boxes to output the number of empty slots. Why ? Creating a wiring network to tell how much space there is available in a chest is complicated and depends partly on what's actually in it. For train stations, it's freq...