Search found 1362 matches

by sparr
Fri Feb 21, 2014 3:03 pm
Forum: Not a bug
Topic: [0.9] Oil makes steam
Replies: 6
Views: 5937

Re: [0.9] Oil makes steam

You don't even have to heat the oil if you just want to dispose of it. Steam engines will happily dispose of 25C oil for you.

Idea: make the steam engine a more generic "fluid+electricity" building, but it USES electricity to dispose of oil instead of producing electricity from hot water.
by sparr
Fri Feb 21, 2014 3:01 pm
Forum: Ideas and Suggestions
Topic: hotkeys for rational zoom ratios
Replies: 7
Views: 4514

hotkeys for rational zoom ratios

Smooth zooming with the mouse is nice for gameplay, but sucks for screenshots. I'd love to have hotkeys (+/- or pgup/pgdn by default, probably) to zoom in and out to specific ratios. Here's a list of zoom levels that I might want on that list: 0.125 0.25 0.375 0.5 0.75 1 1.5 2 (I'd probably choose t...
by sparr
Fri Feb 21, 2014 2:50 pm
Forum: General discussion
Topic: Has nothing to do now
Replies: 17
Views: 8514

Re: Has nothing to do now

If you've beaten the freeplay mode, try the challenge scenarios and campaigns. Or make up your own challenges. Start a map with low/low/low copper deposits and see how your strategies change.
by sparr
Fri Feb 21, 2014 2:30 pm
Forum: Ideas and Suggestions
Topic: weighted splinters
Replies: 8
Views: 3851

Re: weighted splinters

I agree that a ratio GUI would be nice.

Until that happens, here's another partial solution for you. The first exit on the left gets 1/4 of the items. The next left and the bottom get 3/8 each. This solution requires more splitters for each exit, but does not require more belts for the main line.
by sparr
Fri Feb 21, 2014 2:25 pm
Forum: Show your Creations
Topic: nothing special, just starting a new base with science 1/2
Replies: 10
Views: 15598

Re: nothing special, just starting a new base with science 1

Puting copper wire on belt doesn't make sense. Produce it always directly. You're the second person to tell me this. I hate micro-managing the copper wire production (it's one of the only thing that requires fast inserters, fast belt corners, etc) so I choose to centralize it and do it just once. H...
by sparr
Fri Feb 21, 2014 5:49 am
Forum: Show your Creations
Topic: nothing special, just starting a new base with science 1/2
Replies: 10
Views: 15598

nothing special, just starting a new base with science 1/2

The gear and circuit production are both overkill, but will be put to good use a bit further down the line.
by sparr
Fri Feb 21, 2014 4:36 am
Forum: Minor issues
Topic: [0.9.0] unfair liquid allocation in small network
Replies: 3
Views: 5645

[0.9.0] unfair liquid allocation in small network

In the attached screenshot, any configuration where the two chemical plants that want sulfuric acid are connected to separate outputs of the plant above them, only one of them (the left one, in most cases) gets any liquid at all, while the other remains empty. Connecting the pipes together as shown ...
by sparr
Fri Feb 21, 2014 3:06 am
Forum: Ideas and Suggestions
Topic: Scale up info icon when zoomed out
Replies: 0
Views: 2663

Scale up info icon when zoomed out

When using the additional info view, the icon on an building is 1/2 the size of the building. When zoomed in, this works nicely, because it still shows the edges of the building, any inputs/outputs it might have, whether it's running or not, etc. However, when zoomed out, most of that detail is indi...
by sparr
Thu Feb 20, 2014 10:50 pm
Forum: Show your Creations
Topic: Early game chests are for suckers
Replies: 6
Views: 11157

Re: Early game chests are for suckers

I don't think the chained setup will output all of its resources, only the last one will output, the others will just feed each other fuel.
by sparr
Thu Feb 20, 2014 9:54 pm
Forum: Modding help
Topic: why does onload fire every few minutes, but not at the start
Replies: 2
Views: 1172

Re: why does onload fire every few minutes, but not at the s

But it's NOT firing when I load a saved game manually.
by sparr
Thu Feb 20, 2014 9:53 pm
Forum: Show your Creations
Topic: Early game chests are for suckers
Replies: 6
Views: 11157

Re: Early game chests are for suckers

Only ctrl+click will work, abusing the fact that ctrl+click will take fuel if the output slot is empty.
by sparr
Thu Feb 20, 2014 9:34 pm
Forum: Implemented Suggestions
Topic: Fix the transport belts already
Replies: 10
Views: 5179

Re: Fix the transport belts already

Some of us like dealing with the emergent efficiency concerns of simulation rules.

https://wiki.openttd.org/Corners

If the slow-down in a turn bothers you, use fewer turns!
by sparr
Thu Feb 20, 2014 9:32 pm
Forum: Gameplay Help
Topic: Full Map ScreenShot
Replies: 2
Views: 4221

Re: Full Map ScreenShot

Open the console and type "game.player.zoom=0.1"

The limit for zoom out with the mouse is 0.2, and the game gets slower the further you zoom out. Do not try zooming past about 0.02 or you'll regret it.
by sparr
Thu Feb 20, 2014 9:10 pm
Forum: Show your Creations
Topic: Early game chests are for suckers
Replies: 6
Views: 11157

Early game chests are for suckers

I had previously included a bunch of wooden chests in my early game strategy, one chest per miner, because that's what the tutorial teaches you to do. I've just discovered two different ways to avoid using chests, and now I feel dumb. Hopefully this will help someone else!
by sparr
Thu Feb 20, 2014 9:03 pm
Forum: Modding help
Topic: why does onload fire every few minutes, but not at the start
Replies: 2
Views: 1172

why does onload fire every few minutes, but not at the start

Code: Select all

game.onload (function()
        game.player.print("Hello World")
end)
This is my test case. I think it's firing every time the game autosaves. That's about the right frequency to match how often I see the message. What's wrong here?
by sparr
Thu Feb 20, 2014 6:25 am
Forum: Show your Creations
Topic: Another tiny science pack 2 assembly line
Replies: 6
Views: 11616

Re: Another tiny science pack 2 assembly line

Here's the smallest green science assembly line I've made in 0.9

I have an idea to condense it slightly by rearranging the assemblers into a 2x4 grid with more shared conveyor space, but 1x8 works just fine for me.
by sparr
Thu Feb 20, 2014 3:12 am
Forum: Modding help
Topic: How might I make a custom item-moving entity?
Replies: 3
Views: 1801

Re: How might I make a custom item-moving entity?

I want to make a splitter that spits things at a 90 degree angle, instead of two parallel paths.

Or a 90 degree inserter.
by sparr
Thu Feb 20, 2014 12:26 am
Forum: Modding help
Topic: How might I make a custom item-moving entity?
Replies: 3
Views: 1801

How might I make a custom item-moving entity?

Say I want to make something like an inserter or a splitter, but a different shape or functionality. Is there enough functionality exposed to do that? Can someone point me in the right direction?
by sparr
Wed Feb 19, 2014 11:49 pm
Forum: Releases
Topic: Version 0.9.0
Replies: 62
Views: 49025

Re: Version 0.9.0

So.. pipes have windows, but they work only in alt mode? Do iron covers slide over the windows while in non-alt mode, or the pipes just look dry? some pipe tiles have windows, which are always open and show the motion/color(/level?) of the liquid. other pipe tiles don't have windows, and show a flu...
by sparr
Wed Feb 19, 2014 11:47 pm
Forum: Resolved Problems and Bugs
Topic: 0.9.0 experimental release burner inserter
Replies: 6
Views: 2222

Re: 0.9.0 experimental release burner inserter

BurnHard wrote:Who uses burner inserters at all? :D
Have you played the supply challenge? I use burner inserters for about the first 10-20 minutes there.

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