Search found 17 matches

by Stlyau
Sat Jan 18, 2020 12:00 am
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 10492

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...
by Stlyau
Sun Jul 21, 2019 6:22 pm
Forum: Technical Help
Topic: Play time per player on a MP map
Replies: 4
Views: 219

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. :)
by Stlyau
Sun Jul 21, 2019 10:28 am
Forum: Technical Help
Topic: Play time per player on a MP map
Replies: 4
Views: 219

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 ...
by Stlyau
Thu Mar 07, 2019 7:20 pm
Forum: Gameplay Help
Topic: Blueprint library
Replies: 1
Views: 227

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...
by Stlyau
Fri Sep 14, 2018 7:04 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 41089

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...
by Stlyau
Fri Sep 14, 2018 6:36 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 41089

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...
by Stlyau
Fri Sep 14, 2018 3:40 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 41089

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...
by Stlyau
Sat Aug 18, 2018 11:44 pm
Forum: General discussion
Topic: Trees in spaces the avatar can't fit
Replies: 3
Views: 766

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.
by Stlyau
Sat Aug 18, 2018 5:39 pm
Forum: General discussion
Topic: Trees in spaces the avatar can't fit
Replies: 3
Views: 766

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...
by Stlyau
Sat Jun 30, 2018 12:40 pm
Forum: Ideas and Suggestions
Topic: Trees and Rocks
Replies: 3
Views: 378

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 scratch. ...
by Stlyau
Thu Jun 07, 2018 6:28 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 25459

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 (SqueakThrough, Lo...
by Stlyau
Sat Apr 28, 2018 11:49 am
Forum: Ideas and Suggestions
Topic: Deconstruct Planner filter for Brown and Green Ferns/Sagebru
Replies: 0
Views: 150

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...
by Stlyau
Sun Jan 07, 2018 1:54 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 127107

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 researchable ...
by Stlyau
Sat Jan 06, 2018 6:06 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 127107

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 ...
by Stlyau
Sat Jan 06, 2018 3:09 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 127107

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...
by Stlyau
Sat Jan 06, 2018 2:32 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 127107

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) ...
by Stlyau
Sat Jan 06, 2018 1:50 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 127107

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...

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