Search found 168 matches

by Holy-Fire
Thu Aug 08, 2013 9:14 am
Forum: Gameplay Help
Topic: Research stop
Replies: 9
Views: 17440

Re: Research stop

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.
I believe this is it.
by Holy-Fire
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'...
by Holy-Fire
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....
by Holy-Fire
Mon Aug 05, 2013 7:57 am
Forum: Gameplay Help
Topic: pipes - "water flow resistance"?
Replies: 23
Views: 18583

Re: pipes - "water flow resistance"?

gr0mpel wrote: savegame: win 0.6.1
http://uploaded.net/file/qdm15zxq
As much as I'd like to examine it you've chosen a horrible download service, try uploading to a reasonable one.
by Holy-Fire
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...
by Holy-Fire
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...
by Holy-Fire
Sat Aug 03, 2013 6:19 pm
Forum: Ideas and Suggestions
Topic: Ideas and Suggestions
Replies: 5
Views: 7041

Re: Ideas and Suggestions

ssilk wrote:... decimal-points ... is maybe 1-3 hours...
Shouldn't take more than 10 minutes.
by Holy-Fire
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'...
by Holy-Fire
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...
by Holy-Fire
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

zer0t3ch wrote:Didn't they fix this in v0.6?
I'm running 0.6.1 and the problem exists, did you observe something else?
by Holy-Fire
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...
by Holy-Fire
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...
by Holy-Fire
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.
by Holy-Fire
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

n9103 wrote:To clarify, the edges are cropped, but only a few pixels worth, maybe 10 total.
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.
by Holy-Fire
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.
by Holy-Fire
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...
by Holy-Fire
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.
by Holy-Fire
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...
by Holy-Fire
Thu May 02, 2013 7:42 pm
Forum: Off topic
Topic: Bitcoin
Replies: 4
Views: 15585

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...
by Holy-Fire
Wed May 01, 2013 6:00 pm
Forum: Off topic
Topic: Bitcoin
Replies: 4
Views: 15585

Re: Bitcoin

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