Search found 104 matches
- Wed Mar 03, 2021 7:13 pm
- Forum: Not a bug
- Topic: [1.1.26] Pole connects to ghost but built pole is in range
- Replies: 2
- Views: 108
Re: [1.1.26] Pole connects to ghost but built pole is in range
I get that, but it just feels bad that when you add an unnecessary pole into a blueprint, which will change connections if that pole doesn't get built the built doesn't work!
- Wed Mar 03, 2021 5:38 pm
- Forum: Not a bug
- Topic: [1.1.26] Pole connects to ghost but built pole is in range
- Replies: 2
- Views: 108
[1.1.26] Pole connects to ghost but built pole is in range
Not P(this is a bug) = 1, but it sure is weird and annoying.
What happens: Inserter in the attached image is unpowered.
Expected result: Pole reconnects to give the inserter power.
How did I do it:
1. ctrl+c part of the build
2. paste it
3. bots make parts of it
What happens: Inserter in the attached image is unpowered.
Expected result: Pole reconnects to give the inserter power.
How did I do it:
1. ctrl+c part of the build
2. paste it
3. bots make parts of it
- Sun Nov 01, 2020 9:10 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 140
- Views: 29042
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Amazing! I wonder just about the poles. If a pole has a reach of X, then networks X apart are connected. If networks are 2X+1 apart, you can place a pole in the middle to connect those networks (which is done automagically now while holding down the button). What about networks between X+1 and 2X ap...
- Mon Aug 31, 2020 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Turn off UI (key binding)
- Replies: 7
- Views: 253
Re: Turn off UI (key binding)
Wait, I was talking about the regular map, not minimap.
Anyway, I feel it is quite an issue since driving south shouldn't be connected with difficulties that are not present while driving north.
Anyway, I feel it is quite an issue since driving south shouldn't be connected with difficulties that are not present while driving north.
- Mon Aug 31, 2020 6:51 pm
- Forum: Ideas and Suggestions
- Topic: Turn off UI (key binding)
- Replies: 7
- Views: 253
Re: Turn off UI (key binding)
Well not only you cannot turn, but you also slow down.
This is not the way to go, controls should be conserved.
This is not the way to go, controls should be conserved.
- Tue Aug 25, 2020 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Turn off UI (key binding)
- Replies: 7
- Views: 253
Turn off UI (key binding)
I would like to turn off UI by some keypress. The use case is when running around to not accidentally stepping into biter nest cause they were hidden behind UI, especially hotbar, which is closest to the player and takes up about half viewing distance. Also, I have seen this requested for screenshot...
- Fri Jul 24, 2020 12:18 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 13611
Re: Friday Facts #357 - Nuke
The nuke first destroys the cliffs instantly, at once, and then start killing entities with hp from middle to far end.
Shouldn't the cliffs be destroyed with the shockwave as well?
Shouldn't the cliffs be destroyed with the shockwave as well?
- Sun Jul 19, 2020 8:17 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 18056
Re: Friday Facts #356 - Blueprint library for real
Since it is possible to place blueprints in map is it possible to make blueprints from map? It is/would be useful for giant arrays of evenly spaced roboports. It can be done with radars while zoomed in, but still... it would be more consistent if it were possible. Keep being awesome Kovarex! Powerfu...
- Thu Jun 18, 2020 1:37 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 21451
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
The JS rolling image seems to be a bit off for me on Android phone.
As I move the slider, the assemblers move a bit...
As I move the slider, the assemblers move a bit...
- Fri May 08, 2020 2:55 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 6836
Re: Friday Facts #346 - He who does nothing, breaks nothing
I sometimes thought of it as an excuse. I connected quite a lot of things that we in Czechia seem to do differently from other parts of the world, In my mind, I connected them with Communism. In this case, it was: The government is doing bad stuff and if you try to do something about it, you might r...
- Fri Mar 20, 2020 1:18 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 212
- Views: 28528
Re: Friday Facts #339 - Beacon HR + Redesign process
What do you mean "long post"? It is one of the shorter ones!
Also, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie.
I like the design itself, to me, it just looks more like a front line, electric defence mechanism shocking the bitters with lightning.
Also, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie.
I like the design itself, to me, it just looks more like a front line, electric defence mechanism shocking the bitters with lightning.
- Tue Mar 17, 2020 6:27 pm
- Forum: Not a bug
- Topic: 0-padding in Mods
- Replies: 1
- Views: 172
0-padding in Mods
It doesn't really make sense to me to have numbers from 0% to 100% 0 padded from the left.
- Sun Mar 08, 2020 4:38 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 9890
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Since "kills" is in "production" statistic, shouldn't it be renamed to something like "statistics" tab?
- Fri Jan 24, 2020 6:13 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 26394
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
I very much enjoyed the pathfinding discussion and I made sure I understood every issue and solution before moving on. From a FIT (or CTU in English) uni, where we discussed Dijkstra, binary heap, Linked lists and all that stuff, it is always nice to see them used and inspires you to learn them. And...
- Tue Jan 21, 2020 6:38 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 12171
No Walking Challenge Achivement
I think it would be really cool emphasizing on the ability to do things remotely using robots. Therefore I propose "No walking challenge" achievement. It can work on different levels: The player cannot use wsad (or rebound) keys. They still can use transport belts, autopilot trains They ca...
- Tue Jan 21, 2020 6:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Allaizn] [0.17.79] Range of turrets and spitter shooting range problem
- Replies: 6
- Views: 1394
Re: [Allaizn] [0.17.79] Range of turrets and spitter shooting range problem
There is Fixed that turrets would sometimes fail to attack things that are in range.
But I don't see a developers post, closing this topic with "Fixed in 0.18".
But I don't see a developers post, closing this topic with "Fixed in 0.18".
- Fri Dec 13, 2019 11:26 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 9659
Re: Friday Facts #325 - New Explosions and Particles
You make me feel someone is gonna have a child.


- Thu Nov 07, 2019 12:08 am
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 17157
Re: Friday Facts #318 - New Tooltips
Feedback: I liked how we saw "903.5 seconds for raw crafting" before, will ultimate precision and time in seconds be possible to customised via default settings? Or it doesn't fit? Also, inserter turns 302°/s, that's great, but how do I understand how fast an inserter is from that? Factori...
- Wed Nov 06, 2019 11:33 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 69
- Views: 12014
Re: Friday Facts #317 - New pathfinding algorithm
Just a note:
I recommend turning off clouds for gifs. Not only the filesize is bigger but also there is distracting change between the last and first frame.
I recommend turning off clouds for gifs. Not only the filesize is bigger but also there is distracting change between the last and first frame.
- Mon Sep 16, 2019 1:45 pm
- Forum: General discussion
- Topic: Survey: How do YOU feel about FFF #309 opinions?
- Replies: 19
- Views: 2630
Re: Survey: How do YOU feel about FFF #309 opinions?
Among the few polls in general discussion to actually offer insight in what players actually think of dev ideas. I'd reword most of those options to get rid of negations. "DON'T WANT: Inserters should not chase items" = "WANT: Inserters should chase items" I made it this way so ...