Search found 244 matches
- Sun Dec 13, 2020 5:50 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1644
- Views: 523292
Re: Simple Questions and Short Answers
It's also a feature in 1.1.5 where you can mark it on the map. Can you explain, what you mean by that? Sorry for my brief cryptic comment... In the same way you can turn pollution on an off (using the icons under the mini-map) you can also enable "Show assembler recipe" (or similar) in th...
- Sat Dec 12, 2020 8:58 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1644
- Views: 523292
Re: Simple Questions and Short Answers
Quick question : Is there a mod or feature that allows you to FIND WHERE you are producing a certain item, on the map? I use logistic bots, and I didn't label everything, so, for example: It's impossible to find the one Assembling Machine that is producing Chemical Plants, when I have over 1k Assem...
- Wed Dec 09, 2020 7:32 am
- Forum: Not a bug
- Topic: [1.1.5] Unintended consequence of waypoints and train limits
- Replies: 7
- Views: 2785
Re: [1.1.5] Unintended consequence of waypoints and train limits
Do you really need waypoints anymore? The train limits make them unnecessary. If you have more trains than destination stations available (eg, deliberate product backlog) then having them go to a waypoint station in a holding yard/train stacker prevents them blocking a loading station or the main l...
- Tue Dec 08, 2020 6:56 am
- Forum: Not a bug
- Topic: Spidertron bug?
- Replies: 9
- Views: 4083
Re: Spidertron bug?
I realize this is considered not a bug, but it was also not listed in the change log that i could find, the spider used to be very good for destroying nests, now it is not at all, and the slow effect can cause the spider to barely move with 3 exos in it, i feel that this needs to be addressed and t...
- Mon Dec 07, 2020 7:45 am
- Forum: Not a bug
- Topic: [1.1.5] Cannot place new tags on the map anymore
- Replies: 3
- Views: 1605
Re: [1.1.5] Cannot place new tags on the map anymore
Personally, having been used to the old method, I don't think the new tag implementation is "better". However, for new players, I reckon it's more obvious.
- Fri Dec 04, 2020 7:42 am
- Forum: Ideas and Requests For Mods
- Topic: Multi-wire: A single component for copper, red and green wire
- Replies: 2
- Views: 943
Re: Multi-wire: A single component for copper, red and green wire
And how would on separate the signals from the red and green wires? Or do you mean a tool that adds copper, green and red wire all at the same time?
- Fri Dec 04, 2020 7:41 am
- Forum: Gameplay Help
- Topic: Need Some Advice On...
- Replies: 13
- Views: 3920
Re: Need Some Advice On...
First up, I'd say play the game the way you want to play it. If you're watching others play (say on Youtube), then these player almost certainly have thousands of hours and YES, they plan ahead because they know what's coming. As corny as it sounds, enjoy the journey and the learning experience. Pea...
- Wed Dec 02, 2020 7:48 am
- Forum: Pending
- Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
- Replies: 9
- Views: 3710
Re: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
If the ghost does not show connections then the destroyed entity did not have connections either and the replaced entity will not create new ones. This is all expected and not a bug. I assume the original issue was that the ghosts got created in 1.0.0 and placed in 1.1.0. So still just a migration ...
- Tue Dec 01, 2020 9:59 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1] Spidertron logistics doesn't consider in-flight construction robots
- Replies: 5
- Views: 2753
Re: [1.1] Spidertron logistics doesn't consider in-flight construction robots
Since I started with 0.14, the response from you Dev team has been nothing but awesome the whole time. Thanks!
- Tue Dec 01, 2020 9:11 am
- Forum: Pending
- Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
- Replies: 9
- Views: 3710
Re: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
I have been able to replicate this. Save game in link . To reproduce: * Take the Spidertron to the east of the current save location, where you'll find some turrets and powerpoles that have been destroyed near the coal mine. * I note that the ghosts don't show connections... possibly relevant? * Let...
- Tue Dec 01, 2020 9:02 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1] Spidertron logistics doesn't consider in-flight construction robots
- Replies: 5
- Views: 2753
- Tue Dec 01, 2020 8:32 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1] Spidertron logistics doesn't consider in-flight construction robots
- Replies: 5
- Views: 2753
[posila] [1.1] Spidertron logistics doesn't consider in-flight construction robots
I have Spidertron Extended mod, and am using a Spidertron Mk3. I've filtered some inventory space for robots, and set the request for 400 robots. However, I noticed that the Spidertron occasionally overfills with robots. It seems that if I'm in a logistics network, when the robots fly out to do work...
- Mon Nov 30, 2020 8:14 am
- Forum: Releases
- Topic: Version 1.1.2
- Replies: 24
- Views: 20747
Re: Version 1.1.2
Then Option name could be rather like "Number of atlases". No it could not. If you don't understand it you should stick with the default value. Maybe "Atlas texture dimension/width" would be a good compromise? 'tis a bit late to change it now... - the unified UI of entities is b...
- Sun Nov 29, 2020 8:50 am
- Forum: Gameplay Help
- Topic: Need help with nuclear power
- Replies: 2
- Views: 913
Re: Need help with nuclear power
Couple of possibilities with just the details provided:
1. There was no draw, so the turbines were idling. Some other part of the factory then kicked in and required the power.
2. The heat pipes/exchangers hadn't heated up enough - they need to be at 500°C to run the turbines.
1. There was no draw, so the turbines were idling. Some other part of the factory then kicked in and required the power.
2. The heat pipes/exchangers hadn't heated up enough - they need to be at 500°C to run the turbines.
- Sun Nov 29, 2020 2:31 am
- Forum: Won't fix.
- Topic: [1.1.0] Ghost poles placed in 1.0 are built without electric wires
- Replies: 5
- Views: 2516
Re: [1.1.0] Ghost poles placed in 1.0 are built without electric wires
I think this may be the cause of 92067 - once my "missing" connections are made in the current game version, then I can destroy and recreate without any issues.
- Sun Nov 29, 2020 2:30 am
- Forum: Pending
- Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
- Replies: 9
- Views: 3710
- Sat Nov 28, 2020 4:07 am
- Forum: Pending
- Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
- Replies: 9
- Views: 3710
Re: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
Weird. I tried to replicate this by throwing rockets at an outpost, but the powerpoles placed fine and reconnected automatically. I'll keep an eye out for further biter attacks and report back.
- Fri Nov 27, 2020 9:59 am
- Forum: Pending
- Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
- Replies: 9
- Views: 3710
[1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
I don't have any documented evidence, but I was playing 1.1.1 tonight, and a few of my mining outposts got attacked, and of course some stuff got destroyed. When I attended the scene, my trusty robots leapt from my power armor and quickly replaced the ruined miners, belts and (medium) power poles. H...
- Tue Nov 17, 2020 10:14 am
- Forum: Gameplay Help
- Topic: Any way to transport raw materials under water?..
- Replies: 6
- Views: 2470
Re: Any way to transport raw materials under water?..
Underground belts can reach a small distance underwater. Just to clarify on that: They can reach whatever their max range is. There's no special "underwater" limitation. And yea, bridges it is. Thanks for the clarification - of course they reach their max range, but this is likely to be r...