Search found 175 matches
- Thu Jan 25, 2024 11:18 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 21
- Views: 3648
Re: Improving the Mod Portal Search
Right now I'm having an issue where the sort features don't seem to work as expected. I've attached a few pictures where I've tried to sort the portal by different options and the results remain displayed in the same order. Is there a bug here?
- Sun Dec 24, 2023 2:05 pm
- Forum: Outdated/Not implemented
- Topic: Diminishing returns on parallel research
- Replies: 12
- Views: 1241
Re: Diminishing returns on parallel research
Research already has three sets of diminishing returns associated with it. 1. Techs get more expensive in terms of science pack count 2. Later techs take more time per set of packs to research. 3. Each lab may contribute the same amount of research speed in absolute terms but each additional one is ...
- Fri Oct 27, 2023 12:05 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 33008
Re: Friday Facts #382 - Logistic groups
Two questions:
1. Is the limit of one cargo landing pad per planet something that can be changed by mods?
2. Can other structures have a per planet limit applied by a mod?
1. Is the limit of one cargo landing pad per planet something that can be changed by mods?
2. Can other structures have a per planet limit applied by a mod?
- Fri Jan 25, 2019 9:21 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 74320
Re: Friday Facts #279 - Train GUI & Modern Spitter
Looking good. I'm still hoping that we'll get a way to select their next station based on some criteria (IE, an iron ore train goes to stations that need iron ore), though.
- Sun Jan 06, 2019 6:11 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 150683
Re: Friday Facts #275 - 0.17 Science changes
Now, these are observations based on the current recipes in the game. I still think that making better use of heavy oil, light oil, and petroleum gas as separate products would be preferable to the current state where advanced oil processing is all but required to avoid stalling production. I think...
- Sun Jan 06, 2019 5:33 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 150683
Re: Friday Facts #275 - 0.17 Science changes
I'll add that, since coal liquefaction produces light oil, it adds to the problem of using up light oil without cracking. You can buff it all you like, but without sinks for light oil, you still run into the problem of stalling oil production. If the next version really does shift the output to a he...
- Sun Jan 06, 2019 3:39 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 150683
Re: Friday Facts #275 - 0.17 Science changes
Coal cracking is less effective than light oil cracking. It gives a respectable boost of oil resources but it's not an end all solution. It never will be an end all solution because light oil cracking is essential to maximize oil resources. Therefore the weaker tech belongs at an earlier spot in th...
- Thu Jan 03, 2019 7:13 pm
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 51572
Re: 0.17 build available?
Not yet. The roadmap post indicates that a release is planned for this month, but there’s no specific date for it.
- Thu Jan 03, 2019 12:40 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 206703
Re: Friday Facts #266 - Cleanup of mechanics
As I understand it, all entities have had their energy consumption values tweaked so that the relative efficiency of, say, electric furnaces and steel furnaces remains the same.
- Wed Jan 02, 2019 1:04 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 150683
Re: Friday Facts #275 - 0.17 Science changes
This update suggests that the devs think a lot of players are using automated science production as a source of materials for further expansion, and expansion of their main factory to fuel science production. My play style definitely doesn't include this, nor does that of most of the people I've wa...
- Sat Dec 29, 2018 10:37 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 150683
Re: Friday Facts #275 - 0.17 Science changes
On the whole, this particular update is one where I'm in a mood to wait and see, since it's hard to gauge how the changes to science will feel without playing with the recipes in game. But, some of the things mentioned in this thread do warrant some comment, though. Science pack names: While on one ...
- Fri Aug 24, 2018 11:18 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 49209
Re: Friday Facts #257 - NPE/Campaign update
I like the changes to the rocket science tree. Makes it more of a gradual build-up then a monolithic task, and since there's uses for everything in the tree, you're incentivized to start working on it early. I hope that shallow water makes it into the freeplay modes. Like cliffs, it's another terrai...
- Sun Jul 08, 2018 8:18 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 54348
Re: Friday Facts #250 - Dead end conclusion
I am sure you all have seen this reddit thread, but I think this is exactly how they should act. I think that blueprints being items is unessisary, and only adds more complication and confusion then keeping them as items for "consistency". There is very little about blueprints that say it...
- Sat Jun 09, 2018 4:20 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 59943
Re: Friday Facts #246 - The GUI update (Part 3)
Will there be a way to save custom presets in the game itself? IE, without having to copy a string and saving it to an external file?
- Fri Apr 13, 2018 10:43 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 54512
Re: Friday Facts #238 - The GUI update (Part II)
The main issue I see with the tech tree as it is lies in the icons. They're very busy, and while they look nice up close, when viewed from a more distant perspective, it's difficult to quickly identify which technology is which. The icons should be revisited, with an eye towards making them readily ...
- Sat Feb 03, 2018 5:14 am
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 77632
Re: Friday Facts #228 - High resolution turrets
This change to laser turrets may get me to actually use them, because that effect is pretty cool.
- Sat Jan 06, 2018 5:50 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338676
Re: Friday Facts #224 - Bots versus belts
It seems like there are two main objections to bots in their current form: Infinite throughput and ease of use. If bots are limited in how many can access a chest in a given period of time, the infinite throughput goes away, but it then adds a new challenge for players to solve. How do you maximize ...
- Fri Nov 17, 2017 3:10 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 34236
Re: Friday Facts #217 - Just another Friday Facts
Nice. Counter-suggestion: remove the resource "pecking order" entirely and just assign each resource patch a random weight. What patch swallows up other patch would depend on their relative weights and distance from the patch center tile. This will result in greater variability (iron won'...
- Fri Jul 14, 2017 12:40 am
- Forum: Releases
- Topic: Version 0.15.28
- Replies: 53
- Views: 32960
Re: Version 0.15.28
Please make it a full option soon. The 45 degree angle looks bizarre and downright awful.posila wrote:There will be "show-train-stop-names-at-angle" in config.ini in 0.15.29, but it won't be exposed in game GUI yet.Jouquer wrote:Please, make the 45 degrees names a optional.
- Wed May 24, 2017 3:46 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 146982
Re: Friday Facts #191 - Gui improvements
Queue to front wouldn't remove the need or desire to automate. It's still a single item crafting slot, which means that automation is necessary for parallel production of items. It's also tedious to keep manually queuing items. That said, I'm dubious about the need for queue to front. Yes, it's hand...