Search found 6 matches

by TonboIV
Mon Jul 28, 2025 3:40 am
Forum: Questions, reviews and ratings
Topic: Mod to turn all lamps on/off?
Replies: 0
Views: 236

Mod to turn all lamps on/off?

I've been playing with Diurnal Dynamics and loving the darkness effects, but to really enjoy them I have to get rid of all the lamps in my base, and then I can't see anything unless I use night vision. Either that or come up with some circuit abomination to be able to control all of them.

Is there ...
by TonboIV
Tue Mar 25, 2025 5:05 pm
Forum: Gameplay Help
Topic: Bots are stupid about agressive spidertron use.
Replies: 0
Views: 270

Bots are stupid about agressive spidertron use.

When I'm out running around killing biters with spidertrons, sometimes the spiders end up standing around for a quite a long time waiting for their own bots to actually repair them, because the job was already assigned to some bots that got left behind and now those bots are very slowly catching up ...
by TonboIV
Fri Nov 01, 2024 8:37 pm
Forum: Duplicates
Topic: [2.0.14] Amigious rail signal positions cannot be switched with "reverse rotate"
Replies: 3
Views: 412

Re: [2.0.14] Amigious rail signal positions cannot be switched with "reverse rotate"

Yeah, I think I may have even encountered this before, but the new rail geometry makes these situations come up a lot more often so that I really noticed the problem.
by TonboIV
Wed Oct 30, 2024 4:24 am
Forum: Duplicates
Topic: [2.0.14] Amigious rail signal positions cannot be switched with "reverse rotate"
Replies: 3
Views: 412

[2.0.14] Amigious rail signal positions cannot be switched with "reverse rotate"

https://cdn.imgchest.com/files/l7lxcbe6dq7.jpg

When I place a signal between very close rails like this, it can be attached to either rail. I can choose which one by using the "rotate" key (default [R]), but "reverse rotate" (default [Shift + R]) does not produce the same behaviour. That is ...
by TonboIV
Tue May 22, 2018 2:40 am
Forum: Mods
Topic: [MOD 0.15] Upgrade planner
Replies: 28
Views: 18512

Re: [MOD 0.15] Upgrade planner

I was thinking about going straight to Klonan...
by TonboIV
Mon May 21, 2018 11:25 pm
Forum: Mods
Topic: [MOD 0.15] Upgrade planner
Replies: 28
Views: 18512

Re: [MOD 0.15] Upgrade planner

I've been using the ability to upgrade between tiles successfully (concrete, stone, landfill, etc.), but it when I try to upgrade a blueprint, it causes an error and kicks me back to the game menu.

You can see here, https://i.imgur.com/I7Zcvc5.jpg where I set it to upgrade bricks to concrete, and ...

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