Search found 101 matches
- Sat Dec 29, 2018 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Find your next dead train
- Replies: 3
- Views: 1675
Re: Find your next dead train
I'd suggest multiple navigation options for this: 1. next out of fuel train. 2. next manual control train. 3. next out of path train. (Not sure if this is required, usually found during railroad construction) We were added the option to create alerts with speaker, but there's still no way to find lo...
- Fri Dec 28, 2018 8:49 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 44294
Re: Hotkey to replace existing structures with blueprint
I'll revive and +1 this. (The only relevant thread I managed to find via search)
- Fri Dec 28, 2018 8:41 pm
- Forum: Ideas and Suggestions
- Topic: Configurable semaphore side
- Replies: 4
- Views: 1767
Re: Configurable semaphore side
If train goes to the right, I want to control it with semaphore located on top of the track. (Currently it is bottom of the track.)
- Fri Dec 28, 2018 8:22 pm
- Forum: Ideas and Suggestions
- Topic: Configurable semaphore side
- Replies: 4
- Views: 1767
Configurable semaphore side
Current: semaphore specifies train direction clockwise relative to semaphore. Suggested: option to make semaphore specify train direction counter-clockwise relative to semaphore. Motivation: If you're building two-way rail junction and use right-handed driving direction, your semaphores are always o...
- Thu Dec 27, 2018 2:09 am
- Forum: Ideas and Suggestions
- Topic: Trains should burn low-grade fuel first
- Replies: 4
- Views: 1668
Trains should burn low-grade fuel first
Currently:
you can't clearly predict which type of fuel train will burn. There should be logic, but hard to deduce.
Proposed:
Train should burn lowest-grade fuel first.
Use case:
Convenient way of clearing your locomotives of old types of fuel and replacing with brand-new standard.
you can't clearly predict which type of fuel train will burn. There should be logic, but hard to deduce.
Proposed:
Train should burn lowest-grade fuel first.
Use case:
Convenient way of clearing your locomotives of old types of fuel and replacing with brand-new standard.
- Thu Dec 27, 2018 12:50 am
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 25247
Re: Option to disable auto-repair by pers. roboport robots.
+1
Generally saves bots a lot. I have to manually remove all personal roboports each time I get on train. That's tedious toil.
Generally saves bots a lot. I have to manually remove all personal roboports each time I get on train. That's tedious toil.
- Wed Dec 26, 2018 11:53 pm
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 80345
Re: [Polls Closed] The signals
Half of base is operated based on cirquit signals. Examples: 1. Oil processing: balancing between solid fuel / oil cracking is minor example. 2. Siren when low on accumulator power. (Prevents random base power shutoffs.) Optional are fuel in steam generators. Other alerts as well. 3. Automated facto...
- Wed Dec 26, 2018 11:43 pm
- Forum: Ideas and Suggestions
- Topic: Auto turn trains when placing them
- Replies: 19
- Views: 6810
Train should face proper direction on one-way rails
Current state: When you place train on any rail it seem to face last direction you had it facing (more-or-less). Proposed: When you place train on one-way rail, it should face towards direction of rail traffic. By one-way rail, I mean rail that has semaphore on one side only. This explicitly specifi...
- Tue Apr 17, 2018 7:17 am
- Forum: Duplicates
- Topic: [0.16.36] Inserter putting item on splitter puts it on left
- Replies: 1
- Views: 1378
[0.16.36] Inserter putting item on splitter puts it on left
See image attached.
When putting item down.
On belt: puts to right side
On splitter: puts to left side
This feels inconsistent.
When putting item down.
On belt: puts to right side
On splitter: puts to left side
This feels inconsistent.
- Fri Feb 09, 2018 5:26 pm
- Forum: Minor issues
- Topic: [0.16.22] Inserters not picking up items from source
- Replies: 10
- Views: 8759
Re: [0.16.22] Inserters not picking up items from source
Thank you for showing how this can be debugged :) will use it further. Problematic part is that if I merely pick up and place inserter again, it will start working as expected. 1) I had similar issues with no tracks nearby. So this doesn't seem to be more reason. 2) shouldn't inserter behavior be d...
- Fri Feb 09, 2018 8:25 am
- Forum: Minor issues
- Topic: [0.16.22] Inserters not picking up items from source
- Replies: 10
- Views: 8759
Re: [0.16.22] Inserters not picking up items from source
Thank you for showing how this can be debugged :) will use it further. Problematic part is that if I merely pick up and place inserter again, it will start working as expected. 1) I had similar issues with no tracks nearby. So this doesn't seem to be more reason. 2) shouldn't inserter behavior be de...
- Fri Feb 09, 2018 7:17 am
- Forum: Minor issues
- Topic: [0.16.22] Inserters not picking up items from source
- Replies: 10
- Views: 8759
[0.16.22] Inserters not picking up items from source
Build 35382 (seen this in earlier 0.16 builds/versions also) Sometimes inserters just get stuck and don't pick up items from chests/factories. Have seen it multiple times already. See image attached for sample situation. Couldn't find specific logic for this. I'm not sure how to repro this. However ...
- Thu Jan 23, 2014 10:42 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 104727
Re: Fight
You missed the step where you configure the hotkey for slot on middle-mousessilk wrote:Point with the mouse and press fire or C. C releases the weapon even if there is no enemy.
For grenades and capsules: place it in the hotbar and press the button.
It's a little bit crude. I hate it.
- Mon Jan 20, 2014 4:56 am
- Forum: General discussion
- Topic: steam
- Replies: 10
- Views: 10481
Re: steam
1) I don't get MP here
2) IMHO this game is awesome and worth buying without MP (that's what I did)
3) You want to add MODs sharing before going to steam
2) IMHO this game is awesome and worth buying without MP (that's what I did)
3) You want to add MODs sharing before going to steam
- Sat Jan 18, 2014 2:09 am
- Forum: Ideas and Suggestions
- Topic: Bot interface?
- Replies: 9
- Views: 4478
Re: Bot interface?
@azoundria, @kovalex:
I this case, player is to decide on how bot hadles the issue with broken buildings. The point is that bot should have interface to find out if it is broken. Game should not solve the tasks, bot should.
I this case, player is to decide on how bot hadles the issue with broken buildings. The point is that bot should have interface to find out if it is broken. Game should not solve the tasks, bot should.
- Fri Jan 17, 2014 7:23 pm
- Forum: Implemented Suggestions
- Topic: Exponential growth of enemies based on distance from start
- Replies: 4
- Views: 2700
Re: Exponential growth of enemies based on distance from sta
Should there be biter-less space?
- Wed Jan 15, 2014 7:18 pm
- Forum: Gameplay Help
- Topic: Information on mods
- Replies: 6
- Views: 8084
Re: Information on mods
No No No. After once spending 3 days on code I wrote that worked, but I couldn't understand why, I can't follow "don't touch" philosophy
- Wed Jan 15, 2014 1:27 am
- Forum: Gameplay Help
- Topic: Information on mods
- Replies: 6
- Views: 8084
Re: Information on mods
I knew that you'd be the one to answer Dysoch :) Then I'll continue asking questions as they appear and, probably, will create wiki page with findings later. 1) Where can I find a list of modifiers? Didn't manage to. (except to grep all different from all entities/etc) 2) Can we just change the powe...
- Wed Jan 15, 2014 12:23 am
- Forum: Gameplay Help
- Topic: Information on mods
- Replies: 6
- Views: 8084
Information on mods
Hi, I want to write a mod that modifies energy production of solar plants, and some others. The question is, how can I do that? I though I can use "effect" field of research entity, but I can't get what "type" should I use (or where can I get a list of types). If anyone can give ...
- Tue Jan 14, 2014 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Bot interface?
- Replies: 9
- Views: 4478
Re: Bot interface?
@Kovarex
I just don't know how easy it is for you to expose some interface. Plus that is just an idea I would be happy to see implemented.
I just don't know how easy it is for you to expose some interface. Plus that is just an idea I would be happy to see implemented.