Search found 49 matches
- Fri Mar 29, 2024 4:31 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 14880
Re: Friday Facts #404 - Frustration not found
Great! When making the grid position of the blueprint, could we just draw them on the blueprint? And maybe have a preview that shows where adjacent blueprints would be placed when we change grid position. Although thinking about it, I have never tried to draw bounds, so maybe it is already in game? ...
- Fri Mar 08, 2024 1:34 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 102
- Views: 20219
Re: Friday Facts #401 - New terrain, new planet
Love it! When I saw new planets I really hoped you will update Nauvis quality to mach and you delivered! Thank you!
- Fri Mar 01, 2024 3:06 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 12063
Re: Friday Facts #400 - Chart search and Pins
That's great! I hope you can set up pins to automatically pin for example trains that run out of coal. Also I hope we could search specifically for trains without fuel or with certain cargo. So for example you could type: train: iron ore and it would highlight trains with iron ore in cargo. Or train...
- Fri Feb 16, 2024 4:41 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24519
Re: Friday Facts #398 - Fulgora
WOW, just WOW. I just can't wait for release!
It gives me sort of Warwind feeling...
It gives me sort of Warwind feeling...
- Sat Jan 27, 2024 12:40 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17323
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Maybe we could add a special train stop to the schedule that will be a fallback when there is no path/ invalid station for a train? So instead of stopping in the middle of the main track they could be sent to the depot. Of course fully optional, if not set up then normal no path behaviour would happ...
- Fri Dec 01, 2023 5:22 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 39788
Re: Friday Facts #387 - Swimming in lava
If you want to fit alternative recipes with recycling, you could go with statistical approach- you recycle with random recipe, with a chance proportional to items crafted with this recipe . So for example, if you crafted 600 gears with recipe A, and 400 gears with B, you have 60% chance to recycle w...
- Fri Nov 24, 2023 9:07 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 123
- Views: 25035
Re: Friday Facts #386 - Vulcanus
I love that you made something great out of cliffs. I hope some of this approach will be taken into retouch of Nauvis, because cliffs there are kind of random and just in a way. It would be nice to get some more specific biomes as well (as far as I know only desert has different resource rules? and ...
- Mon Nov 13, 2023 4:47 pm
- Forum: General discussion
- Topic: The big question: Are you going to try v2?
- Replies: 30
- Views: 4797
Re: The big question: Are you going to try v2?
At least some QoL will be in base game, but even if all QoL will be in base, then hell yes I will play expansion. I love the idea of quality, I love the rails, and the space. And probably, many (most?) mods will migrate to expansion, and I am not sure if they will break or not (I'm sure devs want to...
- Wed Sep 27, 2023 9:36 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56699
Re: Friday Facts #376 - Research and Technology
When I have read about the need to stay on the planet after reading about quality, the solution for me was simple- make planets that have resources with higher quality. And then make so advanced research is using quality items. So the first tech for quality could be that you land on the planet that ...
- Fri May 22, 2020 10:20 pm
- Forum: Mods
- Topic: Map Identifying Mod created entities?
- Replies: 1
- Views: 822
Re: Map Identifying Mod created entities?
Wrong forum. Mod help here: viewforum.php?f=25
- Fri May 22, 2020 10:13 pm
- Forum: Mods
- Topic: Production capacity, consumption and overall not used production
- Replies: 1
- Views: 1067
Re: Production capacity, consumption and overall not used production
Wrong forum. It should be there: viewforum.php?f=25
As for your answer, why not see what mods you mentioned work?
As for your answer, why not see what mods you mentioned work?
- Sun May 10, 2020 9:29 am
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 20515
Re: Friday Facts #346 - He who does nothing, breaks nothing
It would be cool if more dust were produced if character/ car is moving faster. From gifs I am not sure if this is true here or not. And since we are talking proverbs about decisions to change something, my father always said "lepsze- wróg dobrego" which in Polish means "better- enemy...
- Sat Apr 25, 2020 9:13 am
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 25080
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
Does anyone have a link to speedrun with synchronised views? And about pathfinding: lets say you have tile 1 and player can jump from it to tile 2. Can you store that information in tile 1? Or just information that it does have a tile where player can jump from it? Or store it in water that is betwe...
- Fri Nov 01, 2019 10:28 am
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 46957
Re: Friday Facts #318 - New Tooltips
Hmm bathing all entities would be great, but if entity size makes it more difficult, maybe it could be enough to just give them "item size" so construction bot with 5 slots could carry 5 belts but only 2 assemblers or 1 nuclear plant for example? And maybe 10 tiles? Also, for me it does no...
- Fri May 10, 2019 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.38] hidden_from_flow_stats flag is ignored when handcrafting
- Replies: 1
- Views: 2153
[Rseding91] [0.17.38] hidden_from_flow_stats flag is ignored when handcrafting
Hi. Hand crafting recipe with flag hidden_from_flow_stats still results in increase in production tab. I have used Deadlock's Stacking Beltboxes & Compact Loaders and it works fine if recipe is crafted in machine. Deadlock says that it is not fault in mod, since it is same recipe. https://i.ibb....
- Fri May 10, 2019 6:56 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 213215
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
I will report it. Thanks for the help!
- Fri May 10, 2019 4:51 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 213215
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
I made a loop like yours and it worked fine, but with hand crafting I have that result:
- Thu May 09, 2019 5:38 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 213215
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Oh, ok. It may be because I have checked with hand crafting (unstacking).
Thanks for a clarification!
Thanks for a clarification!
- Tue May 07, 2019 5:34 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 213215
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Hi. It is great mod, I am experimenting with new layouts now
Could you add to unstacking recipes that results are catalysts? It would remove them from production table.
Thanks!
Could you add to unstacking recipes that results are catalysts? It would remove them from production table.
Thanks!
- Fri May 11, 2018 7:10 pm
- Forum: News
- Topic: Friday Facts #242 - Offensive programming
- Replies: 51
- Views: 24173
Re: Friday Facts #242 - Offensive programming
After reading the title I was worried that you had troubles with social justice warriors...