Search found 75 matches

by mward
Tue Aug 06, 2019 5:48 pm
Forum: Not a bug
Topic: [0.17.62] Tutorial: Biter incursions from the West
Replies: 1
Views: 79

[0.17.62] Tutorial: Biter incursions from the West

The latest Friday Facts (number 306) says: "then they are left to deal with Freeplay style attacks." However, after destroying all the biter bases there is still a small trickle of biters coming in from the West edge of the map. Is this by design, or is it something left over from the previous versi...
by mward
Mon Aug 05, 2019 7:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.62] Tutorial: Electric furnace refuses to smelt iron plates
Replies: 2
Views: 114

[0.17.62] Tutorial: Electric furnace refuses to smelt iron plates

The electric furnaces in the North West corner of the map refuse to smelt iron plates. They say "Iron plate cannot be smelted": which is false. Stone and steel furnaces will smelt iron plates to steel. Also: the inserters will not pick up iron plates from the belt. The furnaces will smelt iron ore, ...
by mward
Tue Jul 16, 2019 3:42 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.17.58] Tutorial: Original walls do not connect with mined walls
Replies: 2
Views: 450

[wheybags] [0.17.58] Tutorial: Original walls do not connect with mined walls

After finishing the tutorial and clearing all the nests and worms, I explored and found the area in the North West which is surrounded by a wall. If you mine a wall and then replace it, it does not connect to the rest of the walls: there is a gap. Mined and replaced walls will connect with other min...
by mward
Tue Jul 16, 2019 9:14 am
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.56] Crash after completing tutorial Error while running event level::on_entity_damaged (ID 97)
Replies: 1
Views: 94

[wheybags][0.17.56] Crash after completing tutorial Error while running event level::on_entity_damaged (ID 97)

After finishing the tutorial I decided to try some turret creep to the East. This resulted in a crash: 4061.324 Error MainLoop.cpp:1184: Exception at tick 4660294: The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_...
by mward
Mon Jun 10, 2019 4:25 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.4] Mac OS X 10.11.6 (El Capitan) Graphical glitches
Replies: 5
Views: 311

Re: [posila] [0.17.4] Mac OS X 10.11.6 (El Capitan) Graphical glitches

I finally got round to updating to Mojave (10.14.5).
With 0.17.47 the graphics do not look quite right:
Screenshot 2019-06-10 at 17.22.23.png
Screenshot 2019-06-10 at 17.22.23.png (1.18 MiB) Viewed 136 times
by mward
Thu Apr 25, 2019 10:11 am
Forum: Gameplay Help
Topic: trains - search? - change order?
Replies: 6
Views: 319

Re: trains - search? - change order?

As a workaround, you can use the fact that "!" appears before any letters or digits in the search order. If you name your passenger stations starting with "!" (eg "!Taxi Stand") then they will all appear before everything else in the station list.
by mward
Thu Apr 25, 2019 9:56 am
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 14
Views: 2178

Re: Remote Buildable Tileable Nuclear Power Station

You might have to fiddle around a little using a waterfill mod or whatever to get the blueprint to line up with the trenches so it becomes buildable. Or manually remove the offshore pumps from the blueprint and place it without and then re-add them later when you are done with the trench. ^^ This i...
by mward
Wed Apr 24, 2019 1:12 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 14
Views: 2178

Re: Remote Buildable Tileable Nuclear Power Station

Just a small reminder: for this to be remote buildable you will need radar coverage. Is there room to add radars to the design?
by mward
Wed Apr 24, 2019 11:55 am
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 14
Views: 2178

Re: Remote Buildable Tileable Nuclear Power Station

This is an interesting design: can you also post the blueprint? I like that the trenches are unobstructed: there is a clear trade-off between having a smaller gap between the trenches (so needing only a narrow lake to start with) and having a design which is simple to place. Both have their advantag...
by mward
Tue Apr 23, 2019 12:17 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 14
Views: 2178

Re: Remote Buildable Tileable Nuclear Power Station

If i understand the 'nuclear ratios' post correctly, for every 2 reactors you need 32 exchangers, but you only include 24 per pair. I suppose that does make the fluid piping and heat transfer parts a lot easier... The design is optimised around the offshore pumps: each pump outputs 1200 units of wa...
by mward
Mon Apr 15, 2019 2:20 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 14
Views: 2178

Re: Remote Buildable Tileable Nuclear Power Station

Cool idea. I guess if you make a supply train with the needed materials (including landfill) you can indeed just fill up the ocean with plants like this. Will try this out sometime :) My reactors have always been within the main roboport network, so this has not been an issue. I use buffer chests t...
by mward
Mon Apr 15, 2019 12:29 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 8205

Re: Suggested solution for rail placement issues

Shingen wrote:
Mon Apr 15, 2019 11:14 am
I agree it's a bad idea,
Why is it a bad idea? What is bad about it?

With any other blueprint placing, if I see an obstacle I hold shift to place the blueprint while removing the obstacle. This makes the same function work with rails.
by mward
Mon Apr 15, 2019 8:56 am
Forum: Ideas and Suggestions
Topic: Suggested solution for rail placement issues
Replies: 0
Views: 50

Suggested solution for rail placement issues

TL;DR Automatically switch to ghost build mode depending on distance. Use shift to force removal of obstacles in ghost build mode. What ? Clicking without shift: If the whole rail is within reach: direct build mode When any part of the rail gets out of reach, automatically switch to ghost build mod...
by mward
Mon Apr 15, 2019 8:52 am
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 8205

Suggested solution for rail placement issues

Clicking without shift: If the whole rail is within reach: direct build mode When any part of the rail gets out of reach, automatically switch to ghost build mode while avoiding obstacles" Clicking with shift or pressing shift enters ghost build mode while removing obstacles. Releasing shift switch...
by mward
Fri Apr 12, 2019 5:48 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 14
Views: 2178

Remote Buildable Tileable Nuclear Power Station

Many people avoid nuclear power because of difficulties with connecting up water pipes. Barrelled water is possible, but can cause a lot more lag. This design is for a tileable nuclear for which the blueprint can be placed remotely for building via bots. Water is pumped diretly into the biolers. The...
by mward
Tue Apr 09, 2019 10:51 am
Forum: Ideas and Suggestions
Topic: Production statistics search bar
Replies: 6
Views: 271

Re: Production statistics search bar

I support this idea.

Currently I can search in the Logistics Network screen to see how much science I have in storage, but I cannot search in the Production screen to see how much is being produced.

Everything else has a search button (crafting, logistics, blueprints etc.) so why not production?
by mward
Tue Apr 09, 2019 9:33 am
Forum: Show your Creations
Topic: Share your power armor setup
Replies: 2
Views: 1998

Re: Share your power armor setup

Running around and building suit: suit1.png Night vision goggles should really be 1x1 in my opinion, rather than the same size as a roboport which can hold 25 robots! Fighting suit: suit2.png For dealing with nests, I run up to the nest and switch to the fighting suit. It will eventually run out of ...
by mward
Wed Apr 03, 2019 11:26 am
Forum: Railway Setups
Topic: Simple Artillery Perimiter Defence
Replies: 2
Views: 1188

Re: Simple Artillery Perimiter Defence

Some notes from a recent test of the system: Make the artillery tran double-headed and leave out the loops Add a second rail line inside the perimiter: this can take a supply train (also double headed) and can be used with a manually-driven train to repair/replace defence stops using personal robopo...
by mward
Thu Mar 28, 2019 12:31 pm
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 4700

Re: [0.17] There is no spoon!

mrvn wrote:
Thu Mar 28, 2019 12:22 pm
That's basically cheating.
Who is being cheated? ;)

Is using blueprints cheating? Why then are they in the game?

Is using blueprints that you created in a different save cheating? Why then do they remain available?
by mward
Thu Mar 28, 2019 11:13 am
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 4700

Re: [0.17] There is no spoon!

If the machines are *not* always running, ... you can either solve this ... or by building more efficiently in the first place Some people like to design the most efficient layouts and ratios. Others just like solving problems: so we play the game in a way which creates more problems :D I guess tha...

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