I tend to make my trains wait at the stations when I only have one line, then make "stops" on the way when the traffic grows, before upgrading to multiple lines, usually one-way ones, multiple of them when nearing very frequented stations.
Trains do take a while to understand, there are many ...
Search found 204 matches
- Thu Apr 03, 2014 11:37 pm
- Forum: General discussion
- Topic: My general Impressions after coming back to the game.
- Replies: 10
- Views: 7336
- Thu Apr 03, 2014 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Galactic Market
- Replies: 13
- Views: 8346
Re: Galactic Market
I believe that the whole point of the "other players" is not to have a friend list, but to have a centralized place where all the trades are stored.
To me, it seems more like a try to integrate a market where prices would fluctuate, but it could also be flooded by people being able to mass produce ...
To me, it seems more like a try to integrate a market where prices would fluctuate, but it could also be flooded by people being able to mass produce ...
- Thu Apr 03, 2014 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Galactic Market
- Replies: 13
- Views: 8346
Re: Galactic Market
Stranded, but with the ability to make missile launchers, and to exterminate all the inhabitants, and to prepare for the landing of a ship that we can suppose is big.
Is it really stretching it to believe that we could make small space-capable ships in order to trade with that ship, and through it ...
Is it really stretching it to believe that we could make small space-capable ships in order to trade with that ship, and through it ...
- Thu Apr 03, 2014 3:17 pm
- Forum: Ideas and Suggestions
- Topic: Galactic Market
- Replies: 13
- Views: 8346
Re: Galactic Market
Right now, the game doesn't have any late game resources that would be really rare (maybe also biome specific), as well as only used for optional researches/items.
Better version of existing things, like a MK4 assembling machine, a production chain using uranium to heat water more efficiently ...
Better version of existing things, like a MK4 assembling machine, a production chain using uranium to heat water more efficiently ...
- Wed Apr 02, 2014 4:40 pm
- Forum: Gameplay Help
- Topic: Heavy/Light Oil.
- Replies: 7
- Views: 6407
Re: Heavy/Light Oil.
Well, mining the tank, instead of destroying it, means that you keep the tank and wipe the content, unlike for chests.
- Wed Apr 02, 2014 12:01 am
- Forum: Gameplay Help
- Topic: Heavy/Light Oil.
- Replies: 7
- Views: 6407
Re: Heavy/Light Oil.
If you jut want to get rid of a type of liquid (light oil before cracking is available?), just mine the container and place it back.
Sure, it means loosing a lot of potential stuff, but when you don't have the space or resources to expand your storage, it's a way to get things going again.
Sure, it means loosing a lot of potential stuff, but when you don't have the space or resources to expand your storage, it's a way to get things going again.
- Tue Apr 01, 2014 4:12 pm
- Forum: Ideas and Suggestions
- Topic: ideas on medium and ep ic updates
- Replies: 8
- Views: 7225
Re: ideas on medium and epic updates
For the worms, I prefer the solution Ludsoe implemented in his mod, being that the worms are no longer firing homing spit, making it possible for the player to evade, but the small AoE he added makes them all the more useful against buildings, damaging many with every shot.
As for the bitters, it ...
As for the bitters, it ...
- Tue Apr 01, 2014 4:00 pm
- Forum: Implemented Suggestions
- Topic: Personal construction bot
- Replies: 3
- Views: 4067
Re: Personal construction bot
I prefer the car option, but as an upgrade to the car, that would make it act as a roboport, maybe only for construction robots, with a "request" function and a relatively small range (20?)?
It has a lot of benefits, and you would consume the fuel to recharge the robots too, making it still costly ...
It has a lot of benefits, and you would consume the fuel to recharge the robots too, making it still costly ...
- Tue Apr 01, 2014 3:54 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 56741
Re: Tech (production) tree / Factory plan
I really need to get around to compile graphviz to be able to use this tool, it could really help me figure out what I need.
- Tue Apr 01, 2014 5:55 am
- Forum: Maps and Scenarios
- Topic: [0.10.9]island hoping map (0.3.0)
- Replies: 37
- Views: 46603
Re: [0.9.4]island hoping map
With the map's resources generated like that, you might not want to "regenerate" a resource.
- Tue Apr 01, 2014 2:32 am
- Forum: Ideas and Suggestions
- Topic: [0.9.4]incorrect raw sources calculation
- Replies: 13
- Views: 4945
Re: [0.9.4]incorrect raw sources calculation
I think that the "clean" way would be to add an option in the menu to toggle between the current numbers (for experienced players) and a "manual crafting" number, ON by default, for the amount of resources needed to craft 1 item with only raw in the inventory (no 1.5 copper).
- Mon Mar 31, 2014 11:58 pm
- Forum: Implemented Suggestions
- Topic: I want multilayered sprites (for masked color variations)
- Replies: 7
- Views: 3345
Re: I want multilayered sprites (for masked color variations
The layering could also potentially benefit a lot for mods, even more if it is made possible to change some layers on the fly, only for a specific instance of an entity.
- Mon Mar 31, 2014 11:55 pm
- Forum: Ideas and Suggestions
- Topic: Wall-related suggestions
- Replies: 12
- Views: 6249
Re: Wall-related suggestions
I personally like the fact that repairing walls is more expansive than replacing them once broken, because both the player and the robots can place new walls in place of the 'ghost' walls.
It lets you choose if you prefer to repair or replace, knowing that repairs costs more, but replacing can be a ...
It lets you choose if you prefer to repair or replace, knowing that repairs costs more, but replacing can be a ...
- Mon Mar 31, 2014 11:34 pm
- Forum: Mods
- Topic: [MOD 0.9.2] Insert This
- Replies: 15
- Views: 17260
Re: [MOD 0.9.2] Insert This
Yeah, but it's the mod section here, where we modify the game to bend it to how we want to play.
For me, at least, most of the fun in modded games is that I can make it change completely on some things I don't enjoy.
Basically, mods add a lot of variety and "unnecessary" things for people that want ...
For me, at least, most of the fun in modded games is that I can make it change completely on some things I don't enjoy.
Basically, mods add a lot of variety and "unnecessary" things for people that want ...
- Mon Mar 31, 2014 2:27 pm
- Forum: Mods
- Topic: [MOD 0.9.2] Insert This
- Replies: 15
- Views: 17260
Re: [MOD 0.9.2] Insert This
Would it be possible, with the current engine, to change the sprites of a machine (inserter here) based on the module(s) and/or recipe?
Or if that is not possible, would it be feasible to force the inserters to show their modules when showing alternative infos? A bit like how chest contents are ...
Or if that is not possible, would it be feasible to force the inserters to show their modules when showing alternative infos? A bit like how chest contents are ...
- Sun Mar 30, 2014 4:07 pm
- Forum: Mods
- Topic: [MOD 0.9.2] Insert This
- Replies: 15
- Views: 17260
Re: [MOD 0.9.2] Insert This
Modular inserters for the win...
If you had speed, insert distance, insert/pickup angle, pickup angle, filter and smart "modules", you could potentially do everything with only one inserter type.
The only problem with this is that it would become harder to see which type is used, when all have the ...
If you had speed, insert distance, insert/pickup angle, pickup angle, filter and smart "modules", you could potentially do everything with only one inserter type.
The only problem with this is that it would become harder to see which type is used, when all have the ...
- Sun Mar 30, 2014 3:59 pm
- Forum: Ideas and Suggestions
- Topic: use powers of 2 for logistics
- Replies: 15
- Views: 7870
Re: use powers of 2 for logistics
Well, the main point of power of 2over power of 10 stack size is to optimize the data on the hard drive.
Power of 10 is better for the end user, because it's easier to see stacks of 100 than 128.
Power of 10 is better for the end user, because it's easier to see stacks of 100 than 128.
- Tue Mar 25, 2014 7:23 am
- Forum: Modding help
- Topic: Techs effects, possible types?
- Replies: 7
- Views: 2860
Re: Techs effects, possible types?
unlock-recipe
ghost-time-to-live
logistic-robot-speed
logistic-robot-storage
character-logistic-slots
gun-speed
ammo-damage
As far as I can tell, that should be everything
ghost-time-to-live
logistic-robot-speed
logistic-robot-storage
character-logistic-slots
gun-speed
ammo-damage
As far as I can tell, that should be everything
- Tue Mar 25, 2014 1:09 am
- Forum: Modding help
- Topic: Migration scripts: a guide?
- Replies: 25
- Views: 21304
Re: Migration scripts: a guide?
Edit by kovarex: This is actually misleading and in the next post it is described correctly.
It' actually pretty easy, in your control.lua
game.onload(function()
YOUR CODE HERE, WITH THE CHECKS?
end
)
An other way to do it is to provide a function for a console call instead of doing it at ...
It' actually pretty easy, in your control.lua
game.onload(function()
YOUR CODE HERE, WITH THE CHECKS?
end
)
An other way to do it is to provide a function for a console call instead of doing it at ...
- Mon Mar 24, 2014 11:26 pm
- Forum: Resolved Problems and Bugs
- Topic: Right to bottom belt don't transport items on external side
- Replies: 4
- Views: 1965
Re: Right to bottom belt don't transport items on external s
I can attest having noticed this too, and I am pretty sure I saw it in 0.9.X before 0.9.4, but it's definitely not happening on every corner with such directions.
I only noticed it for coal and iron ores, but I don't have the saves anymore to show it, sorry.
I only noticed it for coal and iron ores, but I don't have the saves anymore to show it, sorry.