I believe this is it.SilverWarior wrote:Now I suspect that I might have simply just pressed "E" at the time so before wTechonolgy window even showed up I closed it down.
Search found 168 matches
- Thu Aug 08, 2013 9:14 am
- Forum: Gameplay Help
- Topic: Research stop
- Replies: 9
- Views: 17440
Re: Research stop
- Wed Aug 07, 2013 6:56 am
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 18583
Re: pipes - "water flow resistance"?
Actually pipes are more complex than using just pressure difference, (water inertia has to be used as well), and they are currently a little broken (at least I consider them broken, They are not broken. In real life example you would face similar dificulties or shuld I say even more dificulties. I'...
- Mon Aug 05, 2013 5:58 pm
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 18583
Re: pipes - "water flow resistance"?
I guess: The pipe-system is very similar to the belt-system. And the rules are very easy: The speed is very, very high and the direction of the pipe-pieces are not fixed like on belts, they change depending on "pressure", so that the direction is always from high pressure to low pressure....
- Mon Aug 05, 2013 7:57 am
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 18583
Re: pipes - "water flow resistance"?
As much as I'd like to examine it you've chosen a horrible download service, try uploading to a reasonable one.gr0mpel wrote: savegame: win 0.6.1
http://uploaded.net/file/qdm15zxq
- Sun Aug 04, 2013 8:38 pm
- Forum: Ideas and Suggestions
- Topic: Roads (stone, asphalt)/moving+driving quicker
- Replies: 26
- Views: 11405
Re: Roads
that is pathfinding in an open area. With roads, wich are fixed paths with very few options, you don't need that, just some simple boolean for the crossings. And how does the truck know which boolean to choose...? It's exactly the same problem. I agree though that it's simple, A* is a basic algorit...
- Sun Aug 04, 2013 6:37 pm
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 18583
Re: pipes - "water flow resistance"?
3 pumps? 2 is enough for 20 engines. Also, I think steam engines are weaker in 0.6 (510W) and thus 20 engines now require only 26 boilers rather than 30. Can you describe your observation in more detail? It sounds less like pipe resistance, and more like idiosyncracies of where water chooses to flow...
- Sat Aug 03, 2013 6:19 pm
- Forum: Ideas and Suggestions
- Topic: Ideas and Suggestions
- Replies: 5
- Views: 7041
Re: Ideas and Suggestions
Shouldn't take more than 10 minutes.ssilk wrote:... decimal-points ... is maybe 1-3 hours...
- Sat Aug 03, 2013 6:08 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belts instead of trains
- Replies: 33
- Views: 33405
Re: Belts instead of trains
And when I see your numbers: I made some calculations. 12 items per second means, that means a basic belt can handle 48 electrical miners (A miner depletes every 4 secs one item, so 12 itemspersec / 0.25 itemspersec = 48 mines). Can't be true! :) I think 24 is right. You see, too much things I don'...
- Fri Aug 02, 2013 11:49 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belts instead of trains
- Replies: 33
- Views: 33405
Re: Belts instead of trains
Optimal usage of belts is a topic of great interest to me. I've spent a lot of time measuring throughput and designing "hacks" similar to what you've described here. I've also encountered some issues which I hope the developers will address. Your numbers are way off. A basic belt can trans...
- Fri Aug 02, 2013 11:32 am
- Forum: Implemented Suggestions
- Topic: Decimal point for kilowatts in electric network info
- Replies: 5
- Views: 7401
Re: Decimal point for kilowatts in electric network info
I'm running 0.6.1 and the problem exists, did you observe something else?zer0t3ch wrote:Didn't they fix this in v0.6?
- Wed Jul 31, 2013 10:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.1] Underground belt placement involuntary rotation
- Replies: 4
- Views: 2103
[0.6.1] Underground belt placement involuntary rotation
When you place an underground belt, the cursor switches to placing a 180-degree rotated belt. This probably has something to do with the fact the underground belt directionality is defined not by the direction of flow, but by the relative position of the belt and the underground (which is strange in...
- Wed Jul 31, 2013 10:00 pm
- Forum: Implemented Suggestions
- Topic: Decimal point for kilowatts in electric network info
- Replies: 5
- Views: 7401
Decimal point for kilowatts in electric network info
In electric network info, when a displayed number is above a kilowatt, it is rounded to a kilowatt. This means that whether it is consuming 1000W or 1999W, the display will be the same. This is not very informative. It will be better if one decimal place will be displayed when the value is between 1...
- Wed Jul 31, 2013 9:56 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.6.0 Electric and crashing under areas
- Replies: 7
- Views: 3650
Re: 0.6.0 Electric and crashing under areas
I've also encountered the problem of the power display randomly switching to scientific notation.
- Tue Jul 30, 2013 10:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.6.0] Electric network info incompatible with 1280x1024
- Replies: 10
- Views: 3964
Re: [0.6.0] Electric network info incompatible with 1280x102
I think it's different for me, I haven't measured but enough is cropped that I can't clearly see what is going on.n9103 wrote:To clarify, the edges are cropped, but only a few pixels worth, maybe 10 total.
- Mon Jul 29, 2013 5:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.0] Electric network info incompatible with 1280x1024
- Replies: 10
- Views: 3964
[0.6.0] Electric network info incompatible with 1280x1024
When I open the electric network info window, it's wider than the screen causing the margins to be cropped. I'm on 1280x1024 fullscreen.
- Sat Jul 13, 2013 6:21 pm
- Forum: Implemented Suggestions
- Topic: Show item manufacture time
- Replies: 3
- Views: 6945
Re: Show item manufacture time
It's already displayed. Below the name of the item you have text such as "Time: 20". For most items the time is 1 so this line is omitted. Yea, I noticed some items have it. But most don't have. And I doubt more than half items have 1 as manufacture time. There's nothing to doubt. When th...
- Fri Jul 12, 2013 4:03 pm
- Forum: Implemented Suggestions
- Topic: Show item manufacture time
- Replies: 3
- Views: 6945
Re: Show item manufacture time
It's already displayed. Below the name of the item you have text such as "Time: 20". For most items the time is 1 so this line is omitted.
The number shown under "total raw" is the total for all intermediate items and for the item itself.
The number shown under "total raw" is the total for all intermediate items and for the item itself.
- Mon Jun 17, 2013 6:27 am
- Forum: Ideas and Suggestions
- Topic: Using accumulators for solar power
- Replies: 12
- Views: 14397
Re: Using accumulators for solar power
What I'd like to have is the ability to set a "reserve charge level" from 0% to 100%. If the accumulator's charge level is higher than the reserve, it will be preferred over steam. If it is lower, steam will be preferred. This way, you can avoid steam if you have enough solar output and ac...
Re: Bitcoin
We didn't know about the bitcoins back then. We really like the concept though. On the other hand on our site something like 7 people actually used bitcoins to buy the game. That is just incomparable to paypal numbers. Not sure whether it is due to the fact that people don't know about it or try to...