Search found 229 matches
- 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....
- 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.
Note that the slider still only goes up to 120, but you can enter a higher number by clicking in the text box.
- 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...
- 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.
Or at least give us a circle showing the blast radius to make estimating easier.
- 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.
- 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...
- 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".
- 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...
- 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.
- 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...
- 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!
- 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...
- 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 ...
- 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.
I agree that if the sound is supposed to be "global" this is not the expected behavior.
- 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.
- 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...
- 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...
- 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...
- 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.
- 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...