Search found 229 matches

by ManaUser
Wed Mar 27, 2019 2:02 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 17788

Re: A Deeper Look into Combat Robotics

Personally I would like to see them reworked to remove the assumption that they are single-use items. I would prefer they be more like construction robots. That would be a major change and mean, among other things, that they would need to be tough enough to stand a decent change of surviving fights....
by ManaUser
Tue Mar 26, 2019 5:59 pm
Forum: Ideas and Suggestions
Topic: Can you give back possibility to long waiting times for trains
Replies: 2
Views: 811

Re: Can you give back possibility to long waiting times for trains

Are you playing the current version? This was a bug earlier but it should be fixed now.

Note that the slider still only goes up to 120, but you can enter a higher number by clicking in the text box.
by ManaUser
Mon Mar 25, 2019 6:11 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 17788

Re: A Deeper Look into Combat Robotics

Good analysis. I too, stopped using them a long time ago after my initial tests proved unimpressive. I didn't even realize they got worse still in the latest version. If the devs can find time, I think they should give these guys a major overhaul before the 1.0 version. Like redesign from the ground...
by ManaUser
Mon Mar 25, 2019 5:40 am
Forum: Ideas and Suggestions
Topic: Hovering over cliffs with cliff explosives highlights the cliffs that will explode
Replies: 1
Views: 701

Re: Hovering over cliffs with cliff explosives highlights the cliffs that will explode

Yes please, that would be very helpful.

Or at least give us a circle showing the blast radius to make estimating easier.
by ManaUser
Mon Mar 25, 2019 5:33 am
Forum: This Forum
Topic: Spoiler tag
Replies: 13
Views: 5022

Re: Spoiler tag

It seems like this forum doesn't use the collapsible kind of spoilers, instead it just turns the text black-on-black, so it doesn't work with images.
by ManaUser
Sun Mar 24, 2019 6:20 pm
Forum: Gameplay Help
Topic: 0.17: How to deconstruct tile ghosts?
Replies: 4
Views: 3030

Re: 0.17: How to deconstruct tile ghosts?

This seems to work fine. 0eNplj9EKwjAMRf8lzx1s6FT6KyKlrNksdqk0mThG/9069WH4Fk5yc+9dwGEXiSVNnfhI5h4sESbQCzCKeBr4PSOJl9n0PggmM0aHoGu1xeXwvADZsexAfMBquEYWUODJ4bMI8kWBJEQ2lpxJsbuxiRRm0L0NjGpV/ZmskDHgJ+GX5/JWcCxW2wbVr4GCR8lUCOjjrm7atj01+0POL7XlVzo= I guess I can see how it's unintuitive that "tile gh...
by ManaUser
Sat Mar 23, 2019 10:01 pm
Forum: Implemented Suggestions
Topic: Symbol for Deconstruction Planner "Items On Ground"
Replies: 4
Views: 2872

Re: Symbol for Deconstruction Planner "Items On Ground"

I would suggest (an up arrow with a line under it), to represent "picking something up".
by ManaUser
Thu Mar 21, 2019 12:10 pm
Forum: Ideas and Suggestions
Topic: Train Colors in HSV
Replies: 45
Views: 14903

Re: Train Colors in HSV

What about adding presets? Personally I'd say keep the current RGB values, but add buttons for common colors. Kind of like how you can set your player color using either /color ### ### ### or /color <colorname>. I admit I don't know what other people use train colors for, but my main goal is to have...
by ManaUser
Thu Mar 21, 2019 4:44 am
Forum: 1 / 0 magic
Topic: [0.17.9] Errors when auto-updating to .10
Replies: 2
Views: 1176

Re: [0.17.9] Errors when auto-updating to .10

Huh. Weird. I've continued to have problems with this, almost seems like every other update fails, where as I don't remember having these troubles back in 0.16 so... I donno. But I guess it's possible something changed on my system in the mean time.
by ManaUser
Wed Mar 20, 2019 5:38 pm
Forum: Ideas and Suggestions
Topic: [Train GUI] Circuit condition progress bar
Replies: 30
Views: 7071

Re: [Train GUI] Circuit condition progress bar

First let me say that I understand why the developers chose not to implement this, because there is significant ambiguity about what the range should be in various situations. However, in the specific case of DrParanoia's example I think the range is reasonably clear. I would define that specific ca...
by ManaUser
Wed Mar 20, 2019 5:10 pm
Forum: General discussion
Topic: Why does radar attract biters?
Replies: 12
Views: 5736

Re: Why does radar attract biters?

It's definitely not a bug as the old campaign specifically warned you about this. As for a back-story/justification I like the idea that biters are sensitive to microwave radiation and find the radar annoying, much like you or I would be annoyed by an audible-range sonar. PING! PING! PING! PING! PING!
by ManaUser
Wed Mar 20, 2019 4:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.11] Unable to craft item due to "Not Enough Ingredients" even though inventory shows I have just enough
Replies: 4
Views: 3363

Re: [0.17.11] Unable to craft item due to "Not Enough Ingredients" even though inventory shows I have just enough

Also happens with red and green cables. What all of these recipes have in common is that they contain an odd number of both copper cables and electronic circuits. For comparison: Crafting an advanced circuit, which uses an even number of each, does not suffer from this problem. This is consistent wi...
by ManaUser
Wed Mar 20, 2019 1:10 am
Forum: This Forum
Topic: Suggestion: Vote Up/Down/Troll etc on forum posts
Replies: 15
Views: 8607

Re: Suggestion: Vote Up/Down/Troll etc on forum posts

In traditional forums, like this one, as opposed to say Reddit it's more common to have only "Like" (sometimes also known as "applaud" or other names). But I do kinda wish we had something like that. If available, a downvote/dislike option might not be a bad idea either, I think ...
by ManaUser
Tue Mar 19, 2019 9:44 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.15] Global programmable speaker sounds fade out on zooming out
Replies: 4
Views: 3498

Re: [0.17.15] Global programmable speaker sounds fade out on zooming out

I just noticed this the other day too.

I agree that if the sound is supposed to be "global" this is not the expected behavior.
by ManaUser
Tue Mar 19, 2019 3:48 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.15] Fueling hint needs better English
Replies: 3
Views: 1106

Re: [0.17.15] Fueling hint needs better English

Personally I'm inclined to think "these" actually refers to "structures that require fuel", and the error instead is a misuse of the word "inserted" to mean "filled". But either way, I agree the current sentence isn't right.
by ManaUser
Tue Mar 19, 2019 3:29 am
Forum: Not a bug
Topic: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
Replies: 13
Views: 3474

Re: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14

that button is simply not there for me for any of my blueprint books. I put them into my hotbar and all i can do is edit the name or delete. As for individual blueprints the export arrow only shows up if i place the blueprint on the ground and then use a new blueprint on it. Otherwise i can only ed...
by ManaUser
Mon Mar 18, 2019 5:50 pm
Forum: Not a bug
Topic: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
Replies: 13
Views: 3474

Re: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14

can you explain to me how to export a book? I can't see anything pointing to it in-game and even a google search has proven useless. Same way as an individual blueprint. Right-click it, then click the icon that looks like a square with an arrow coming out of it. However, and this is a little bit od...
by ManaUser
Mon Mar 18, 2019 12:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
Replies: 16
Views: 7978

Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections

While I don't recall encountering this problem myself, I definitely quick-replace small poles with medium sometimes and obviously I do that when I want to make a connection that wasn't previously there. Example situation would be I've got a block of smelters or assembling machines wired with small p...
by ManaUser
Mon Mar 18, 2019 12:09 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1645
Views: 565943

Re: Simple Questions and Short Answers

The only other thing you could do is change the recipe, put modules in, and change it back. You can copy the recipe from another machine, so potentially it would be faster if you really had to do a large number of them, but it's definitely not a perfect solution.
by ManaUser
Mon Mar 18, 2019 12:00 pm
Forum: Balancing
Topic: 0.17 Chemical science pack recipe
Replies: 4
Views: 2638

Re: 0.17 Chemical science pack recipe

It's a big step. I don't know if that's really avoidable though, the recipes have to start getting complicated at some point. If chemical science was easier, it would just make production or utility seem that much harder. What I do object to is the crafting time. I know it works out to the same as b...

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