TL;DR
Bring back toggle ghost rail mode.
What ?
I like to enter rail ghost mode, move my cursor around until I have likely looking path, then just look at it for a few seconds while making up my mind. Having to hold shift feels much worse.
New 0.17 rail behavior for normal-clicking the green ...
Search found 89 matches
- Sun May 12, 2019 11:54 am
- Forum: Ideas and Suggestions
- Topic: Bring back toggle ghost rail mode.
- Replies: 1
- Views: 1041
- Sat Jan 06, 2018 1:10 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 451677
Re: Friday Facts #224 - Bots versus belts
My two cents.
Leave bots as is. Add better belts that come at the same late research level as requester chests:
* Stacked belt with identical stack size as stack inserters.
* Belt speed might be slower than blue for balance.
* Splitters will combine less than max size stacks.
Some bonus ...
Leave bots as is. Add better belts that come at the same late research level as requester chests:
* Stacked belt with identical stack size as stack inserters.
* Belt speed might be slower than blue for balance.
* Splitters will combine less than max size stacks.
Some bonus ...
- Sat Dec 23, 2017 9:26 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 66597
Re: Friday Facts #222 - Christmas avalanche
There are bug reports about inconsistent behavior when side loading a full yellow belt onto the side of an empty red belt. This should definitely result in full compression I think.
For side loading to combine belts, I'm fine either way.
I'd prefer if inserters did not compress perfectly.
The ...
For side loading to combine belts, I'm fine either way.
I'd prefer if inserters did not compress perfectly.
The ...
- Wed Jun 28, 2017 9:47 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 39297
Re: Make save game overwrites less dangerous
Suggestion for exact specification (just restating the thread).
Saves that you might not want to overwrite:
Autosaves.
Saves with a different map exchange string.
Saves with a longer playtime.
(ideally: saves with different 'map created time' or some other unique value)
When you open the save ...
Saves that you might not want to overwrite:
Autosaves.
Saves with a different map exchange string.
Saves with a longer playtime.
(ideally: saves with different 'map created time' or some other unique value)
When you open the save ...
- Tue Jun 27, 2017 10:12 am
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 25682
Re: Single rail train network
As for the rest of the thread... yes, I'm well aware it's not optimal; it's a personal challenge.
That's cool. And it's not like you need all that much throughput to launch your first rocket for example.
Design wise I think you'll want to make the bypass lanes one-way. With a chain signal at the ...
That's cool. And it's not like you need all that much throughput to launch your first rocket for example.
Design wise I think you'll want to make the bypass lanes one-way. With a chain signal at the ...
- Tue Jun 27, 2017 9:47 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 79704
Re: Personal robots prioritizing nearest first
If we can adjust the range of a personal roboport manually however, it would work great I suspect.
Yes, that seems like the best solution at this point. Perhaps reuse the concrete area size controls.
Also, as was mentioned on the first page, it could let you drop the area to 0 to turn the ...
Yes, that seems like the best solution at this point. Perhaps reuse the concrete area size controls.
Also, as was mentioned on the first page, it could let you drop the area to 0 to turn the ...
- Fri May 19, 2017 8:43 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 183985
Re: Friday Facts #191 - Gui improvements
I like having easy access to my most recent crafted item. Currently that only works out early game, because later on the slots fill up too fast. Perhaps make the last item slot automatically be set to my most recent crafted item. And then I can easily move it to a more permanent slot without opening ...
- Thu May 18, 2017 6:22 am
- Forum: Ideas and Suggestions
- Topic: Remote map offering both blocky and detailed view.
- Replies: 0
- Views: 939
Remote map offering both blocky and detailed view.
tl;dr Map remote view zoom in distance should be different from zoom out.
What ? Two new option settings for the transition between the blocky map to detailed close in.
Map view zoom in distance . Default 0.15.11 value.
Map view zoom out distance. Default (and max?) 0.15.10 value.
To make ...
What ? Two new option settings for the transition between the blocky map to detailed close in.
Map view zoom in distance . Default 0.15.11 value.
Map view zoom out distance. Default (and max?) 0.15.10 value.
To make ...
- Thu May 18, 2017 5:42 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 39297
Re: Make save game overwrites less dangerous
If you load an auto save, it'll suggest the auto save name next time. Perhaps something to change at the same time, I don't think overwriting auto saves is a good idea.
- Sat May 13, 2017 12:15 pm
- Forum: News
- Topic: Friday Facts #190 - The quiet days
- Replies: 68
- Views: 43380
Re: Friday Facts #190 - The quiet days
As it is part of train that can be automated, it can be used to clear the biter nests around all the expansions periodically.
That sounds AWSOME
Yes. It really does. This is something I was hoping for, a better way to combat enemy expansion without turning it off. Also. Artillery train just ...
That sounds AWSOME
Yes. It really does. This is something I was hoping for, a better way to combat enemy expansion without turning it off. Also. Artillery train just ...
- Wed May 03, 2017 3:03 pm
- Forum: Gameplay Help
- Topic: Circuit Network possible make something like requester chest
- Replies: 8
- Views: 3721
Re: Circuit Network possible make something like requester chest
There are some things you can do with belts. You can run a belt past all your gun turrets and put an inserter for each turret. I feels wasteful to completely fill a belt, so I like to make it a loop and at the start I slowly add items. Early on only one yellow inserter, and remove the items once ...
- Wed May 03, 2017 2:46 pm
- Forum: Gameplay Help
- Topic: Main bus, a whole belt of processing units?
- Replies: 7
- Views: 6710
Re: Main bus, a whole belt of processing units?
It would indeed look pretty neat to have them fill up when you're not using them for a while.
- Wed May 03, 2017 2:39 pm
- Forum: Gameplay Help
- Topic: Help with Trains
- Replies: 5
- Views: 3109
Re: Help with Trains
The way the loop is signaled, it would wait at the chain signal until the other signal turns green which will not happen because the train itself blocks it. Add some more signals, or remove them both if you only ever want one train in the station / loop area.
But that's not what causes the 'no ...
But that's not what causes the 'no ...
- Tue May 02, 2017 10:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.6][Harkonnen]Reactor doesnt output fuel cell immediately
- Replies: 11
- Views: 6629
Re: [15.6]reactor doesnt output fuel cell until new is loaded
Tried this now in 15.6.
I pick up my reactor and place it again to make sure it is empty. I put in one fuel cell with an inserter. Immediately, the empty one is removed by my output inserter. So I don't think this is a bug.
I pick up my reactor and place it again to make sure it is empty. I put in one fuel cell with an inserter. Immediately, the empty one is removed by my output inserter. So I don't think this is a bug.
- Mon May 01, 2017 12:19 am
- Forum: General discussion
- Topic: Overriding inserter stack size via circuit network
- Replies: 7
- Views: 7136
Re: Overriding inserter stack size via circuit network
Ah I see it was known already.
I can't think of anything much I want to use it for right now, but I'm sure someone will use it for something insane sooner or later.
I can't think of anything much I want to use it for right now, but I'm sure someone will use it for something insane sooner or later.
- Sun Apr 30, 2017 6:05 pm
- Forum: General discussion
- Topic: Overriding inserter stack size via circuit network
- Replies: 7
- Views: 7136
Re: Overriding inserter stack size via circuit network
This looks like a bug, might want to repost in the bug forum.
Shorter version.
A stack inserter configured with (Enable on A>0, set stack size with control signal=A).
It receives A=2: it moves 2 items at the time.
Change to A=0: it stops.
Change to A=3: it moves 2 items, then 3 at the time ...
Shorter version.
A stack inserter configured with (Enable on A>0, set stack size with control signal=A).
It receives A=2: it moves 2 items at the time.
Change to A=0: it stops.
Change to A=3: it moves 2 items, then 3 at the time ...
- Sat Apr 29, 2017 2:19 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 696391
Re: Simple Questions and Short Answers
Oh thanks a lot, I shall try this.Wakaba-chan wrote: Just try to drag your blueprint/blueprint book to the right part of blueprints window.
- Fri Apr 28, 2017 6:48 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 696391
Re: Simple Questions and Short Answers
15.0 patch notes said "Blueprint library: Allows for keeping players blueprints between individual game saves (..)".
Does this mean that anything I put into the blueprint library is supposed to show up in other save games automatically? Because I'm not sure how to get it to work.
Does this mean that anything I put into the blueprint library is supposed to show up in other save games automatically? Because I'm not sure how to get it to work.
- Sat Feb 04, 2017 9:19 pm
- Forum: General discussion
- Topic: Becons and Modules
- Replies: 8
- Views: 4224
Re: Becons and Modules
So the productivity and speed multiply but the power and power only add?
4 productivity 3s add 40% items at-60% speed for 320% energy
16 speed 3's add 400% speed for 560% energy
Totaling 516% items for only 880% energy?
Yeah. And something like 1272% extra pollution, which is not that bad. A few ...
4 productivity 3s add 40% items at-60% speed for 320% energy
16 speed 3's add 400% speed for 560% energy
Totaling 516% items for only 880% energy?
Yeah. And something like 1272% extra pollution, which is not that bad. A few ...
- Mon Jan 30, 2017 10:51 pm
- Forum: General discussion
- Topic: soo 0.15.
- Replies: 26
- Views: 11527
Re: soo 0.15.
If your version of smooth for the game which I bet is vanilla is glorious but is not my cup of tea which is expected because everyone is different.
The thing is, the performance of the base game is one thing. Performance with a bunch of mods is a completely different thing. You cannot really ...
The thing is, the performance of the base game is one thing. Performance with a bunch of mods is a completely different thing. You cannot really ...