Search found 22 matches
- Fri May 13, 2016 3:49 pm
- Forum: News
- Topic: Friday Facts #138 - Better Circuit Network III
- Replies: 59
- Views: 32470
Re: Friday Facts #138 - Better Circuit Network III
I see nothing but good things in this one. Congratulations on the well deserved awards.
- Mon May 09, 2016 3:53 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 87673
Re: Friday Facts #137 - The release scarecrow
Currently, assembly machines stop working when they have stored 8 copper cable as an output, which means after researching enough stack size bonuses, all direct insertion using rapid inseters will suddenly stop working, which would be highly annoying for experienced players and highly confusing for ...
- Mon May 09, 2016 3:16 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 87673
Re: Friday Facts #137 - The release scarecrow
I'll start off with, I don't have a big issue with these changes, at least in concept. However, what seems to have been overlooked is how these changes will destroy the usefulness of direct insertion for high throughput items, such as copper cable and gears. If I understood the post correctly, only ...
- Fri Apr 01, 2016 5:23 pm
- Forum: News
- Topic: Friday Facts #132 - Side Project
- Replies: 118
- Views: 75555
Re: Friday Facts #132 - Side Project
Go back to needing module 3s for the rocket silo, change the chance of a spawner of dropping an alien artifact to .0000000000000000001%, and sell artifacts on the mobile store for $20 for 50. Technically, it won't be pay to win.
- Thu Feb 25, 2016 5:45 pm
- Forum: News
- Topic: Steam Keys available
- Replies: 83
- Views: 48548
Re: Steam Keys available
Congratulations on the Steam release, though there is still about an hour to wait. I made bread to celebrate.
- Fri Jan 29, 2016 10:01 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 83348
Re: Friday Facts #123 - Better circuit network (Part 2)
Am I understanding correctly, that every single entity that we want to have a circuit condition is going to need its own circuit network condition writer? For example, if I have 32 red circuit factories that I only want working on a single network condition, I will also need 32 writers next to each ...
- Sat Dec 12, 2015 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Minor Trash Slot Tweak
- Replies: 2
- Views: 7585
Re: Minor Trash Slot Tweak
Pretty much, yeah. I do check out mods relatively often, I guess I just missed this one. Thanks for pointing it out!
- Thu Dec 10, 2015 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Minor Trash Slot Tweak
- Replies: 2
- Views: 7585
Minor Trash Slot Tweak
The logistics trash slots are a great concept to start with, though I feel a minor tweak can make them even more useful than they already are. I suggest some sort of filter that will work similarly to the requester slots. Basically, leave the option to manually drag items into the trash bin, and ...
- Thu Nov 12, 2015 9:17 pm
- Forum: Releases
- Topic: Version 0.12.17
- Replies: 36
- Views: 44355
Re: Version 0.12.17
My back thanks you for making the icons bigger. My sense of aesthetics thanks you for making things prettier. Not that the old icons were horrible, these are just clearly better.
- Mon Oct 19, 2015 2:04 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Robot Production
- Replies: 8
- Views: 24917
Re: Robot Production
This is my hopefully not the final version, as I've been having a lot of fun tinkering with this thing. I gave it its own red circuit production and stuck box production in, mainly to keep the general rectangular shape. The various combinators make sure that logistic robots get priority of red ...
- Wed Oct 07, 2015 4:51 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Robot Production
- Replies: 8
- Views: 24917
Re: Robot Production
I combined the two ideas into one. I used combinators to keep my 3:1 logistic robot to construction robot ratio and used your set up to produce engines when I have my robot quota. The robot production takes the same amount of space, but I end up not needing an additional engine production line and ...
- Sat Oct 03, 2015 1:39 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Robot Production
- Replies: 8
- Views: 24917
Robot Production
I haven't seen very many robot builds on here, so I thought I'd share mine. If you can figure a way to make it even more compact, I'll all ears.
- Fri May 15, 2015 6:56 pm
- Forum: News
- Topic: Friday Facts #86 - Trees
- Replies: 86
- Views: 65523
Re: Friday Facts #86 - Trees
If you guys want to add a new machine type for just concrete, an idea I like very much, why not have the new machine handle every recipe that uses both solids and fluids? Right now chemical plants handle mostly fluid inputs with a couple solid inputs and assembly machines handle mostly solid inputs ...
- Sat Feb 14, 2015 4:51 pm
- Forum: News
- Topic: Friday Facts #73 - Minds versus bytes.
- Replies: 63
- Views: 50964
Re: Friday Facts #73 Minds versus bytes.
I guess I have more of a question than a criticism. How does the rescue the colonist ending leave room for expansion? I'm struggling to see it.
With the previous idea of getting to a galactic market, I could easily see things that could be added later. The inclusion of AI players that are also ...
With the previous idea of getting to a galactic market, I could easily see things that could be added later. The inclusion of AI players that are also ...
- Tue Dec 23, 2014 6:53 am
- Forum: Resolved Problems and Bugs
- Topic: 11.7 Multiplayer Crashes
- Replies: 3
- Views: 2089
Re: 11.7 Multiplayer Crashes
11.8 fixed all issues. I wasn't expecting that to show up until after Christmas, so thanks for the expediency. It's so nice to have devs that actually care about what they're doing. Keep up the good work.
- Sat Dec 20, 2014 8:56 pm
- Forum: Resolved Problems and Bugs
- Topic: 11.7 Multiplayer Crashes
- Replies: 3
- Views: 2089
Re: 11.7 Multiplayer Crashes
That's completely understandable. These things happen when a game is under development. I didn't see my issue listed as an issue for yesterday's update, so I felt it was worth bringing it to someone's attention, especially since an outdated pc connecting to a mac seems like it would be a not ...
- Fri Dec 19, 2014 10:24 pm
- Forum: Resolved Problems and Bugs
- Topic: 11.7 Multiplayer Crashes
- Replies: 3
- Views: 2089
11.7 Multiplayer Crashes
Single player works fine with no problems but when I try to connect to my mom's game my game crashes before it can even attempt to load anything. Her game does not crash. We have identical game settings and versions (11.7). She is using OS X Yosemite and I am using Windows 7.
Log File :
0958 ...
Log File :
0958 ...
- Tue Dec 16, 2014 2:00 am
- Forum: Ideas and Suggestions
- Topic: New Use For Plastic
- Replies: 9
- Views: 4652
Re: New Use For Plastic
I agree with you Nova. This is why I suggested it as more of a finishing touch thing to be added much later down the road. I'm operating on the assumption that because oil is a newer addition than most things in the game, all of the intended uses for the various products haven't been added yet. If ...
- Mon Dec 15, 2014 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Better train logic (smarter alternative route finding)
- Replies: 30
- Views: 16870
Re: Better train logic (smarter alternative route finding)
The only way I've manged to think of to solve that problem is to place rail signals every 4th or 5th rail segment. Also I make bypasses with train stops on them and instruct the train to stop for 0 seconds. Eventually, with enough trains, it may become necessary to cover every single track tile with ...
- Mon Dec 15, 2014 4:13 am
- Forum: Ideas and Suggestions
- Topic: New Use For Plastic
- Replies: 9
- Views: 4652
Re: New Use For Plastic
Lol. That would explain why we can carry trains, tanks, and 50 factories in our pockets with room to spare. Props on the out of the box thinking there.