Search found 16 matches
- Mon Apr 16, 2018 8:11 pm
- Forum: Not a bug
- Topic: Radar/inventory researched, and new players.
- Replies: 2
- Views: 1151
Re: Radar/inventory researched, and new players.
So when the game is being hosted by me after saving the map, is there something i can turn on, to get these base game functions back?
- Mon Apr 16, 2018 4:39 pm
- Forum: Not a bug
- Topic: Radar/inventory researched, and new players.
- Replies: 2
- Views: 1151
Radar/inventory researched, and new players.
If you join a game with the upgraded inventory and radar/minimap upgrades(being able to see the ground) researched, you will not get these features if you create a character after they're researched.
- Thu Jan 11, 2018 11:58 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 453415
Re: Friday Facts #224 - Bots versus belts
You don't like bots? Don't use them. Trains and belts are a unique challenge, that should not be forced on a player.
- Fri Jul 14, 2017 7:02 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 77968
Re: Friday Facts #198 - Rail segment visualisation
The arrows that are already present can be added at the beginning and ending of each block, facing the direction(s) traffic needs to go, in a color that separates them from the other rail blocks.
You might also just align the debug whisker plot looking lines to the signals themselves, parallel to ...
You might also just align the debug whisker plot looking lines to the signals themselves, parallel to ...
- Sat Feb 07, 2015 3:38 pm
- Forum: General discussion
- Topic: Deconstruction Planner
- Replies: 3
- Views: 2995
Re: Deconstruction Planner
Absolutely beautiful. I just designed a huge mining site, and used passive providers on the drills rather than belts, and surrounded it, and the furnaces with quite a few roboports. Now I cant see the ground 

- Sat Feb 07, 2015 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Logistics/Construction Networks
- Replies: 8
- Views: 3764
Re: Logistics/Construction Networks
Being able to just flip a switch and shut down logistics or construction bots would be nice, and allow you to do both manually for the interim.
- Fri Feb 06, 2015 12:38 am
- Forum: Ideas and Suggestions
- Topic: Logistics/Construction Networks
- Replies: 8
- Views: 3764
Re: Logistics/Construction Networks
Changing the color would be awesome, but not the ultimate goal I had in mind. However, I haven't made a base around this idea yet, and I could just smart inserter construction bots into a Roboport in each segment...not technically the ultimate goal either, but I suppose there are bigger fish to fry ...
- Fri Feb 06, 2015 12:35 am
- Forum: General discussion
- Topic: Deconstruction Planner
- Replies: 3
- Views: 2995
Deconstruction Planner
I just read the patch notes for 11.15. Is there a specific rationale behind the reason Roboport connections are removed when you mouse over a GUI element, rather than the alternative? I know I would LOVE the Roboport lines to be gone when I'm trying to deconstruct things around my Central Storage.
- Sat Jan 31, 2015 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Logistics/Construction Networks
- Replies: 8
- Views: 3764
Re: Logistics/Construction Networks
Using segmented logistics networks, you can provide a certain number of drones dedicated solely to the task they are in range of, i.e. having drills and furnaces in one logistics network, being provided a fixed number of drones, while having another segmented logistics network at your main base ...
- Wed Jan 28, 2015 5:57 pm
- Forum: Ideas and Suggestions
- Topic: Logistics/Construction Networks
- Replies: 8
- Views: 3764
Logistics/Construction Networks
I hope this is the right category for this, so here goes:
I would like to have segmented Roboport networks, by Logistics Networks only.
I know, but I'm needy.
So, if Roboports connect every 50 tiles, to allow segmented Logistics Networks, then you could allow Roboports to connect every 100 tiles ...
I would like to have segmented Roboport networks, by Logistics Networks only.
I know, but I'm needy.
So, if Roboports connect every 50 tiles, to allow segmented Logistics Networks, then you could allow Roboports to connect every 100 tiles ...
- Sat Jan 03, 2015 2:33 am
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 32495
Re: Friday Facts #67 - Happy new year
This is really good news. My 110 hour map has triple inserters(fast, long, fast) on the heavy traffic areas, and will bring my fps back up from ~8. Once the belts get reworked, the only thing that will be lagging the map is the sheer size.
- Fri Jan 02, 2015 6:44 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) βΈ
- Replies: 82
- Views: 76477
Re: Can the player be killed by train? (Train kills?!)
Gates. They are the best canary.
- Sat Dec 13, 2014 3:43 pm
- Forum: Multiplayer
- Topic: Can't connect to a 50+ hour game
- Replies: 5
- Views: 11444
Re: Can't connect to a 50+ hour game
I've got a 100+ hour map, and i have had to remove all landmines, walls, accumulators, and steam engines, and set game.alwaysday. I finally got someone connected. Even then, the game was spotty, and the frame-rate was ~10. I have a post on tips to connect in multiplayer somewhere around here, but ...
- Wed Nov 26, 2014 11:33 pm
- Forum: Multiplayer
- Topic: "Couldn't establish connection to the server"
- Replies: 11
- Views: 21725
Re: "Couldn't establish connection to the server"
In some cases, I have had to plug my computer directly into the modem.
- Wed Nov 26, 2014 11:31 pm
- Forum: Multiplayer
- Topic: Tips to connect in multiplayer.
- Replies: 3
- Views: 36868
Re: Tips to connect in multiplayer.
Saving the game, and restarting the program may be a small help as well. I have currently an 80+ hour save, and it does get a bit sluggish if you have made major modifications to the map.
- Sun Nov 16, 2014 6:20 am
- Forum: Multiplayer
- Topic: Tips to connect in multiplayer.
- Replies: 3
- Views: 36868
Tips to connect in multiplayer.
All the effort i have put into connecting to this game i feel i should share a few things.
Generally when the map is huuuuuuge, I will have a single point from which to kill power.
Kill said power.
Allow all the drones to settle.
Clear your logistics queue on your inventory.
Disable your autosave ...
Generally when the map is huuuuuuge, I will have a single point from which to kill power.
Kill said power.
Allow all the drones to settle.
Clear your logistics queue on your inventory.
Disable your autosave ...