Search found 459 matches
- Wed Feb 27, 2019 3:16 pm
- Forum: Gameplay Help
- Topic: Cant use The toolbar in 0.17
- Replies: 2
- Views: 1290
Re: Cant use The toolbar in 0.17
Drag and drop items onto the quickbar.
- Wed Feb 27, 2019 3:15 pm
- Forum: Gameplay Help
- Topic: [0.17.1] Can't modify quickbar through inventory
- Replies: 12
- Views: 3547
Re: [0.17.1] Can't modify quickbar through inventory
...This really wasn't much of an issue in previous versions as I recall being able to shift click (or some combination of keys and clicks) to easily send items into my quickbar... Good point, I had forgotten about that since I didn't use that capability often. But yeah, the interaction between your...
- Wed Feb 27, 2019 2:12 am
- Forum: Releases
- Topic: Version 0.17.1
- Replies: 56
- Views: 39000
Re: Version 0.17.1
Huh, didn't know that one. Knew FANG -- Facebook, Apple, Netflix, Googlecybersteel8 wrote: ↑Wed Feb 27, 2019 2:05 amGAFAM is an acronym for the five most popular U.S. tech stocks: Google, Apple, Facebook, Amazon and Microsoft.
- Wed Feb 27, 2019 1:43 am
- Forum: Gameplay Help
- Topic: [0.17.1] Can't modify quickbar through inventory
- Replies: 12
- Views: 3547
Re: [0.17.1] Can't modify quickbar through inventory
Well, there was never a hot key to do it before, so it is not surprising there isn't one now. It is just that before the quickbar slots were also inventory slots, and now they aren't. It would seem what you really want is for the quickbar to automatically set any item you pickup into the first avail...
- Wed Feb 27, 2019 12:40 am
- Forum: Gameplay Help
- Topic: A failed attempt at the Introduction scenario
- Replies: 10
- Views: 2741
Re: A failed attempt at the Introduction scenario
ROFL. I'm guessing it isn't supposed to take two hours. Although it makes it tempting to give it a try...
- Wed Feb 27, 2019 12:39 am
- Forum: Gameplay Help
- Topic: [0.17.1] Can't modify quickbar through inventory
- Replies: 12
- Views: 3547
- Wed Feb 27, 2019 12:35 am
- Forum: Releases
- Topic: Version 0.17.1
- Replies: 56
- Views: 39000
Re: Version 0.17.1
1) you can't select a blueprint in a blueprint book anymore (new game without any blueprint research if that makes a difference). You used to be able to shift and scroll to select the active blueprint in a book. Now you can't. If accurate, that will be quite annoying -- shift scrolling through a bl...
- Tue Feb 26, 2019 9:45 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 254134
Re: Version 0.17.0
Man, it was weird to start a game and not immediately make a pick...
- Sun Feb 24, 2019 9:50 pm
- Forum: Gameplay Help
- Topic: heavy oil production problem - overflow tanks ARE NOT full
- Replies: 9
- Views: 5277
Re: heavy oil production problem - overflow tanks ARE NOT full
The other thing which has not been mentioned is -- are the refineries running? ie.. is the problem a shortage of oil supply?
- Fri Feb 15, 2019 5:56 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 91686
- Fri Feb 15, 2019 4:16 am
- Forum: Gameplay Help
- Topic: Inserter oddities
- Replies: 8
- Views: 2388
Re: Inserter oddities
But again, those belt turns are identical on both sides of the rail -- so why would there be such a noticeable difference?
- Thu Feb 14, 2019 4:14 pm
- Forum: Gameplay Help
- Topic: Inserter oddities
- Replies: 8
- Views: 2388
Re: Inserter oddities
Hmm, I can't visualize why that means the right side would load faster. Aren't items being provided in the same fashion to the preferred location on both sides of the rail? And shouldn't the smart loader clamp down on these issues?
- Thu Feb 14, 2019 4:04 pm
- Forum: Gameplay Help
- Topic: Inserter oddities
- Replies: 8
- Views: 2388
Inserter oddities
This is totally a matter of curiosity, not a problem. I know you can get uneven loading from inserters due to things like arm swing time next to curved belt and other variables. Could someone explain to me what the factor is in the setup below. Both sides of the station are using a smart loader setu...
- Thu Feb 07, 2019 2:18 pm
- Forum: Gameplay Help
- Topic: Energy surplus not stored?
- Replies: 10
- Views: 3325
Re: Energy surplus not stored?
The radar produces power...?
- Tue Feb 05, 2019 6:10 pm
- Forum: Gameplay Help
- Topic: Stoping approaching trains
- Replies: 6
- Views: 1763
Re: Simple Questions and Short Answers
I remember someone managed to wire up a solution to this where a walking path had gates which would not open unless the train traffic had been stopped. I looked around some to try to find it but was unsuccessful.
- Wed Jan 30, 2019 1:55 am
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 8624
Re: any ideas how to control ammo in turrets
On my current "big" base, the turret damage bonus is +240%, the ammo is +320%, + 150% shooting speed -- laser damage is +720%, speed is +220%.
- Tue Jan 29, 2019 11:16 pm
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 8624
- Sun Jan 27, 2019 3:55 pm
- Forum: Gameplay Help
- Topic: Practical limits with large belt base without beacons
- Replies: 7
- Views: 2440
- Sun Jan 27, 2019 2:59 pm
- Forum: Gameplay Help
- Topic: Practical limits with large belt base without beacons
- Replies: 7
- Views: 2440
Re: Practical limits with large belt base without beacons
My main base is currently at about 450-500 SPM and I only use beacons here and there. I have them on the oil production (at both the main base and at the plastic production outpost) furnaces at my plate and green circuit production outposts blue circuit production (at both the main base and at the r...
- Fri Jan 25, 2019 5:08 pm
- Forum: Gameplay Help
- Topic: Map generation cu vs fe
- Replies: 16
- Views: 4680
Re: Map generation cu vs fe
Ah fair enough for much larger bases. I perhaps incorrectly seem to see mixed patches as a problem earlier in the game or for smaller bases, and less so with bigger/mega-bases. I suppose in the latter case I've assumed that patches would be more selectively chosen for harvesting. Shows what I know ...