Yup I just found this out myself, came here to say.
I feel like such a tit XD.
Sorry to waste your time.
Search found 19 matches
- Sun Feb 02, 2025 4:59 am
- Forum: Not a bug
- Topic: [pard] [2.0.23] Arachnophilia Not Working
- Replies: 4
- Views: 458
- Tue Dec 17, 2024 8:30 pm
- Forum: Not a bug
- Topic: [pard] [2.0.23] Arachnophilia Not Working
- Replies: 4
- Views: 458
Re: [2.0.23] Arachnophilia Not Working
Good shout, I was half asleep when I posted this XD
- Tue Dec 17, 2024 6:07 am
- Forum: Not a bug
- Topic: [pard] [2.0.23] Arachnophilia Not Working
- Replies: 4
- Views: 458
[pard] [2.0.23] Arachnophilia Not Working
It seems the "Arachnophilia" achievement is bugged for me, I've built a Spidertron by hand and assembling machine and neither make it pop.
https://1drv.ms/u/c/cce48ba65ed2e5b5/EQ2qtdnaY5FAoMVJu9q4oZkBQ0S5JUXqAEWUpByBT7_DMA?e=953lPe - Save File
https://1drv.ms/u/c/cce48ba65ed2e5b5 ...
https://1drv.ms/u/c/cce48ba65ed2e5b5/EQ2qtdnaY5FAoMVJu9q4oZkBQ0S5JUXqAEWUpByBT7_DMA?e=953lPe - Save File
https://1drv.ms/u/c/cce48ba65ed2e5b5 ...
- Wed Nov 20, 2024 3:23 am
- Forum: Ideas and Suggestions
- Topic: Option to display recipies in a "per second" format
- Replies: 4
- Views: 355
Re: Option to display recipies in a "per second" format
So I'm sure I've seen that tooltip somewhere, but now I can't find it. We're not talking about "Total Raw" are we?...
On the subject of either items per second or minute. To be honest, as long as the "per" is constant, I'm not really bothered. Its having each recipe having different craft times ...
On the subject of either items per second or minute. To be honest, as long as the "per" is constant, I'm not really bothered. Its having each recipe having different craft times ...
- Fri Nov 08, 2024 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Option to display recipies in a "per second" format
- Replies: 4
- Views: 355
Option to display recipies in a "per second" format
Is there any chance of this ever happening? Because each recipe has a different craft time, I've always found it difficult to work out correct ratios. But after playing Captain of Industry, which has a button that allows you to just change all recipes to per minute, I found it much easier to work ...
- Tue Oct 22, 2024 9:31 pm
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 46512
Re: Space Age general Questions
So, just started a fresh vanilla Space Age game. I like to play at least one play through vanilla. I know I had all mods off before installing the DLC. But just noticed "Alien Biomes" was running in my save. This may sound like a silly question, but kinda makes sense. Is it required?
- Wed Apr 21, 2021 4:35 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 58978
Re: Industrial Revolution 2 discussion
Yeah I thought so, the game must have had a funny 5 minutes because after restarting it was fine.
- Wed Apr 21, 2021 1:25 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 58978
Re: Industrial Revolution 2 discussion
Hello Guys,
Quick question, is this is bug with fuelling the kiln or am I being stupid? I'm sure I managed to make some charcoal a while back in my save but now can't.
Many Thanks
Will
Quick question, is this is bug with fuelling the kiln or am I being stupid? I'm sure I managed to make some charcoal a while back in my save but now can't.
Many Thanks
Will
- Wed Jun 20, 2018 6:59 pm
- Forum: Logistic Train Network
- Topic: Force wagons to fully unload?
- Replies: 4
- Views: 2847
Re: Force wagons to fully unload?
Hello Jodokus
Thanks for your reply, My main base is somewhat complicated (See link) but I only want to use LTN for a very simple purpose. I just want the trains to go from the depot, fill up at one of the numerous outposts then wait until it is empty at the destination then return to the depot ...
Thanks for your reply, My main base is somewhat complicated (See link) but I only want to use LTN for a very simple purpose. I just want the trains to go from the depot, fill up at one of the numerous outposts then wait until it is empty at the destination then return to the depot ...
- Wed Jun 20, 2018 3:00 am
- Forum: Logistic Train Network
- Topic: Force wagons to fully unload?
- Replies: 4
- Views: 2847
Force wagons to fully unload?
Hello All,
Quick one really, how do you make trains fully unload their cargo at their destination?. I often see trains going back to the depot with cargo still in the wagons and would like to stop that.
Any help would be great
Will.
Quick one really, how do you make trains fully unload their cargo at their destination?. I often see trains going back to the depot with cargo still in the wagons and would like to stop that.
Any help would be great
Will.
- Fri Jan 05, 2018 7:31 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 422934
Re: Friday Facts #224 - Bots versus belts
Um is it April 1st already? Please don't nerf or remove logistic bots, if you really must make the research requirements higher. For me, it would completely kill end game megabase building.
- Thu Dec 21, 2017 11:19 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 77077
Re: Version 0.16.7
Another good ideahorrorizer wrote:my humble opinions to the fluid wagon problem is to keep both.
in other words create a new single tank wagon.
- Thu Dec 21, 2017 10:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 14203
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Well they might have removed the feature, but kept the tanks independent so that you still need 3 pumps to fill all 3 tanks, thus keeping them separate from each other. At least I'd hope so.
This is a much nicer way to remove the GUI while keeping the feature. Please consider doing it this way ...
This is a much nicer way to remove the GUI while keeping the feature. Please consider doing it this way ...
- Thu Dec 21, 2017 9:31 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 77077
Re: Version 0.16.7
Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
Oh no! Now I should fill all 75k with acid to travel it to uranium mines? Why? It was so cool to have just 25k storage...
That's one of the reasons I'm not a fan of the change ...
Oh no! Now I should fill all 75k with acid to travel it to uranium mines? Why? It was so cool to have just 25k storage...
That's one of the reasons I'm not a fan of the change ...
- Sun Jul 30, 2017 11:02 pm
- Forum: Mods
- Topic: [MOD 0.15] Upgrade planner
- Replies: 28
- Views: 16703
Re: [MOD 0.15] Upgrade planner
This is probably a silly question but how do you make the planner use bots to change out things?
Seems a bit cheaty when they just change.
Great mod btw
Seems a bit cheaty when they just change.
Great mod btw
- Mon Jul 03, 2017 4:42 am
- Forum: General discussion
- Topic: I think I've built myself into a corner.... well 4.
- Replies: 9
- Views: 4703
Re: I think I've built myself into a corner.... well 4.
It's fluctuating between 1.000/0.310/23.310 & 4.000/0.310/23.310evildogbot100 wrote:Press f5 and see the train update value. I heard that trains are not as significant computationally.
I assume thats the number you're after?
- Mon Jul 03, 2017 4:26 am
- Forum: General discussion
- Topic: I think I've built myself into a corner.... well 4.
- Replies: 9
- Views: 4703
I think I've built myself into a corner.... well 4.
So I've started to build my first large factory and I've hit a wall with rapidly falling FPS/UPS. From a bit of research I've done, it seems to be because of my train system being a massive loop. As you can see from the screenshot a redesign at this point (300+ hours) is looking impossible unless ...
- Thu Jun 15, 2017 8:27 pm
- Forum: General discussion
- Topic: Underground Belts, Splitters & The Circuit Network
- Replies: 3
- Views: 2308
Re: Underground Belts, Splitters & The Circuit Network
Thanks for the info Tekky, this has certainly pointed me in the right direction. I've found some info on memory cells so going to try adding that to my fuel system.
- Wed Jun 14, 2017 1:16 am
- Forum: General discussion
- Topic: Underground Belts, Splitters & The Circuit Network
- Replies: 3
- Views: 2308
Underground Belts, Splitters & The Circuit Network
So let me start by saying, I'm currently 750 hours into this game and it is hands down one of the best games I've played in a very long time, to say I'm addictd would be a massive understatement.
My question is, are there any plans of being able to attach underground belts and splitters to a ...
My question is, are there any plans of being able to attach underground belts and splitters to a ...