Search found 19 matches
- Mon Jun 08, 2020 8:56 am
- Forum: Not a bug
- Topic: 500 Degree Steam valid in Coal Liquification?
- Replies: 2
- Views: 1070
Re: 500 Degree Steam valid in Coal Liquification?
I guess my biggest issue is that you have it classified as Steam is Steam no matter the temperature unless it comes power generation. After playing so many of the recipe overhaul mods (Angel's for example), some recipes only work with one temp of that fluid type and that doesn't seem to be the case ...
- Mon Jun 08, 2020 2:13 am
- Forum: Not a bug
- Topic: 500 Degree Steam valid in Coal Liquification?
- Replies: 2
- Views: 1070
500 Degree Steam valid in Coal Liquification?
Is this an intended action or just an oversight? I used 500 Degree Steam siphoned from a Nuclear build (Heat Exchanger), put it into a refinery and it ran. Elsewhere I had previously used 165 Degree Steam from a Boiler. Both should not be valid options for the recipe. If there are two different temp...
- Sat Jan 18, 2020 12:00 am
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 43683
Re: Friday Facts #330 - Main menu and File Share Shenanigans
I haven't read through all the replies yet, but I had something cross my mind when I read the FFF this morning. In regards to the Continue button, will it recognize if the current active mods match the last save? The reason I ask is... What happens when you play a solo save, then go onto a server wi...
- Sun Jul 21, 2019 6:22 pm
- Forum: Technical Help
- Topic: Play time per player on a MP map
- Replies: 4
- Views: 1578
Re: Play time per player on a MP map
Thank you. At least I now know of the 1179hrs the map has been played, I've been on it for all but 33hrs roughly.
- Sun Jul 21, 2019 10:28 am
- Forum: Technical Help
- Topic: Play time per player on a MP map
- Replies: 4
- Views: 1578
Play time per player on a MP map
Is there a way to see how much time each individual person has spent on a map? I know /players shows all the people that have logged into that map, but I was curious if you can see each of their amount of time spent in said map. For example, I have a map that started out as a MP with family but has ...
- Thu Mar 07, 2019 7:20 pm
- Forum: Gameplay Help
- Topic: Blueprint library
- Replies: 1
- Views: 934
Blueprint library
The other day when I played, I had all my blueprints I've ever saved on the right side of the BP gui. Last night, I noticed that everything is gone. Anyway to figure out where they disappeared to as I only moved some mitigation files out of it's folder. I really don't wanna be trying to remember all...
- Fri Sep 14, 2018 7:04 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 133869
Re: Friday Facts #260 - New fluid system
Interesting FFF! Great write up. We are still considering using different pipes for different shapes, which would allow two parallel separate pipes etc. Please do add this feature, flow control is a mod which adds these and it truly does improve fluid handling, especially in the later part of the g...
- Fri Sep 14, 2018 6:36 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 133869
Re: Friday Facts #260 - New fluid system
Maybe I’m taking a seriously simple and naive approach here, but hear me out. 1) Belts are uni-directional. 2) Entities such as Boilers, Refineries and Chem Plants have dedicated input/output locations. Now, why coukdn’t straight pipes act like belt segments and flow one direction. Underground pipe...
- Fri Sep 14, 2018 3:40 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 133869
Re: Friday Facts #260 - New fluid system
Maybe I’m taking a seriously simple and naive approach here, but hear me out. 1) Belts are uni-directional. 2) Entities such as Boilers, Refineries and Chem Plants have dedicated input/output locations. Now, why coukdn’t straight pipes act like belt segments and flow one direction. Underground pipes...
- Sat Aug 18, 2018 11:44 pm
- Forum: General discussion
- Topic: Trees in spaces the avatar can't fit
- Replies: 3
- Views: 2131
Re: Trees in spaces the avatar can't fit
I know about Squeak Through, but that wasn't the point of the post. The point is that if you can't fit through WITHOUT the mod, neither should a tree be able to stay there.
- Sat Aug 18, 2018 5:39 pm
- Forum: General discussion
- Topic: Trees in spaces the avatar can't fit
- Replies: 3
- Views: 2131
Trees in spaces the avatar can't fit
Could figure out where best to place this, but... How can trees still be like this, in screenshot, where they are still standing between solar panels while I can't squeeze through without the use of a mod? This shouldn't be possible. If hitboxes of the items prevent the avatar from going between the...
- Sat Jun 30, 2018 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Trees and Rocks
- Replies: 3
- Views: 1426
Trees and Rocks
Would it be possible to get trees and rocks to remember the time spent hand mining them (pre-bots), kinda like "mined damage"? Guess I'm only asking because there is so many times with 2 rocks or trees next to each other that the cursor switches to the other and the mining time starts from...
- Thu Jun 07, 2018 6:28 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 69263
Re: Friday Facts #245 - Campaign concept
I'm not really sure you can look at the "11% of Steam has launched a rocket" as a valid stat. How many people playing through Steam, install some QoL mod long before they ever make it to rocket launch? I bet this is much higher than most would think. By installing just one QoL mod (SqueakT...
- Sat Apr 28, 2018 11:49 am
- Forum: Ideas and Suggestions
- Topic: Deconstruct Planner filter for Brown and Green Ferns/Sagebru
- Replies: 0
- Views: 684
Deconstruct Planner filter for Brown and Green Ferns/Sagebru
Would it be possible to get a filter for these to clear them from map if we wanted to? Currently only entity I've found that removes them is rails. Back in 0.15 they would be removed by any nearby entity. Screenshot is an example of the sprites I'm referring to. https://steamcommunity.com/sharedfile...
- Sun Jan 07, 2018 1:54 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405174
Re: Friday Facts #224 - Bots versus belts
The space constraints of Beacon coverage and Infinite upscaling of LogBot speed seem to be two of the biggest factors. If Entities had a max Source effect limit and Bot Speed wasn't Infinite, there would be a shift in the dynamics of "belt vs. bot", especially if belts got some sort of res...
- Sat Jan 06, 2018 6:06 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405174
Re: Bot Balance Idea - Beacon Interference
TL;DR Help balance belts in the late game by providing a conflict between two key late game techs, beacons and logistic bots What ? The general idea would be to cause a failure or penalty for a bot entering the area impacted by beacons. This could be done in a number of different ways depending on ...
- Sat Jan 06, 2018 3:09 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405174
Re: Friday Facts #224 - Bots versus belts
It's like a car with a manual and an automatic mode (manual = belt, automatic = bots) Maybe it is/can be more fun to drive manually, but maybe you just want to reach your goal in an easy way and focus on other stuff. Focus on other stuff??? For example, a person's cellphone to check Facebook, Twitt...
- Sat Jan 06, 2018 2:32 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405174
Re: Friday Facts #224 - Bots versus belts
+1 for “constructions bots should be available waaaaay sooner than logistic bots”. So by this statement, you're gonna run back and forth to supply train or factory every time you want to build new things in early game with conbots? The logbots are what is supplying YOU (the requester/buffer chest) ...
- Sat Jan 06, 2018 1:50 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405174
Re: Friday Facts #224 - Bots versus belts
After reading/skimming most of the comments over the last 2 days, I decided to take a look at all the items that have been brought up and some that haven't. Here's a list: Technologies: ⦁ Robotics - Effect: Allows Flying Robot Frame. Science Packs: 200 Red, Green ⦁ Construction Bots - Effect: Allows...