Search found 285 matches

by Harkonnen604
Wed Jul 27, 2016 11:08 am
Forum: Ideas and Suggestions
Topic: Logistic Barrier
Replies: 3
Views: 1794

Re: Logistic Barrier

Well, this can be achieved by shifting boundary roboports 1 tile aside. You can also drop hazard line in separating green area if you like :)
by Harkonnen604
Wed Jul 27, 2016 11:04 am
Forum: Ideas and Suggestions
Topic: Improved quick insertion of items
Replies: 6
Views: 7202

Re: Improved quick insertion of items

There is intermediate solution without needing to grind the inventory, but you have to drop items via machinery UI. For example with turrets I stick to having 15-25 bullets in each of them. Open inv, right-click (hand got 50), drop into turret (hand got 0), right-click on turret ammo (hand got 25, t...
by Harkonnen604
Wed Jul 27, 2016 8:31 am
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 166
Views: 55571

The best starting location ever :D

I know that happens, but for 1x1 tile...
by Harkonnen604
Wed Jul 27, 2016 8:08 am
Forum: Gameplay Help
Topic: How to deconstruct a pipe behind a tree?
Replies: 8
Views: 2713

Re: How to deconstruct a pipe behind a tree?

Fifth solution - place radar, make a lot of pollution. biters will remove everything but the tree
by Harkonnen604
Wed Jul 27, 2016 5:38 am
Forum: Ideas and Suggestions
Topic: Easy upgrade of belts without R-R-R-R-R
Replies: 6
Views: 3709

Re: Easy upgrade of belts without R-R-R-R-R

Upgrade is a very nice idea, so you won't put stray belt piece elsewhere, this can also ease upgrading underground belts and splitters along the way - i.e. while in upgrade mode (no matter how you started it - with replacing belt, underground belt or splitter), all 3 of these get upgraded in their o...
by Harkonnen604
Wed Jul 27, 2016 4:38 am
Forum: Implemented Suggestions
Topic: Blueprint mirroring via shift-R
Replies: 6
Views: 2801

Blueprint mirroring via shift-R

Case - I want to extend steel smelting, and there is convenient place on the opposite side of main bus, so I'd like to blueprint my current steel smelting area and place it flipped on the other side, though with R it will also drop upside-down. Not a big deal, but would be nice if blueprint could be...
by Harkonnen604
Wed Jul 27, 2016 4:26 am
Forum: Ideas and Suggestions
Topic: Logistic network fluid conditions
Replies: 2
Views: 3316

Logistic network fluid conditions

It would be convenient if all fluid tanks (and optionally pipes and pumps) within orange area sum up their fluid values and report them to logistic network, so pumps and inserters placed elsewhere can operate on available fluid totals without need to drag it through circuit wires.
by Harkonnen604
Wed Jul 27, 2016 4:10 am
Forum: Resolved Problems and Bugs
Topic: Minor - replacing stack inserter with non-stack inserter
Replies: 2
Views: 1752

Minor - replacing stack inserter with non-stack inserter

I have stack bonus 5 and regular bonus 1 (due to imported 0.12 save) 1. Place Chest->StackInserter->EmptyGround in a row 2. Put 50 coal into chest 3. Remove chest Inserter hand now holds 5 pieces of coal (you can check that by deconstructing inserter), and one piece of coal lays on the ground. 4A (m...
by Harkonnen604
Wed Jul 27, 2016 3:38 am
Forum: Ideas and Suggestions
Topic: Easy upgrade of belts without R-R-R-R-R
Replies: 6
Views: 3709

Easy upgrade of belts without R-R-R-R-R

Proposal - whenever you place belt piece over different type of belt piece (e.g. red over yellow), original orientation is preserved. This way you can quickly upgrade long belt areas with all their bends and corners without tedious R-R-R-R-R, especially on counter-clockwise turns. Another sibling is...
by Harkonnen604
Tue Jul 26, 2016 7:40 pm
Forum: General discussion
Topic: Lazy Bastard Achievement - No hand crafting challenge
Replies: 62
Views: 103821

Re: Lazy Bastard Achievement - No hand crafting challenge

A big fat waste is crafting tools for harvesting anything but the trees (each costing 2 craft points). Another late evil message (besides 5-items refinery) is blueprints and deconstruction planner :) They can be built in assembly, but reflex of crafting them manually was so strong that I am currentl...
by Harkonnen604
Tue Jul 26, 2016 1:47 pm
Forum: Gameplay Help
Topic: Changing lamp colors
Replies: 2
Views: 7185

Re: Changing lamp colors

Thanks! :) I thought neutral lamps may also have colors
by Harkonnen604
Tue Jul 26, 2016 10:16 am
Forum: General discussion
Topic: Lazy Bastard Achievement - No hand crafting challenge
Replies: 62
Views: 103821

Re: Lazy Bastard Achievement - No hand crafting challenge

I am currently at 104 (refinery built). Things I could save on: 1. Store initial coal in furnace instead of crafting wooden chest for it (good idea!). That saves 3 crafts and you don't need to stand by the drill gathering coal one by one for aeons. 2. Do not make axe to harvest trees during initial ...
by Harkonnen604
Tue Jul 26, 2016 9:30 am
Forum: Gameplay Help
Topic: Changing lamp colors
Replies: 2
Views: 7185

Changing lamp colors

I saw many screenshots with lamps having different colors, but can't see how to set this up. I thought it's built into vanilla, is it a mod?

BTW, would be very nice if lamps had a checkbox "Show on map", this way some critical information about the factory could be seen from everywhere.
by Harkonnen604
Tue Jul 26, 2016 9:27 am
Forum: Gameplay Help
Topic: Is there a way to see accumulator charge over time?
Replies: 8
Views: 5985

Re: Is there a way to see accumulator charge over time?

1. Simple way - if it's about solar, just check for accumulator charge level when night starts inside electric network info (click on the pole). If you are near accumulators, just see they are not charging :) many sparks there. well, that's obvious. 2. Hard way - add combinator network that has 1 mi...
by Harkonnen604
Tue Jul 26, 2016 9:16 am
Forum: Gameplay Help
Topic: Smelting & producing in one area?
Replies: 3
Views: 3105

Re: Smelting & producing in one area?

When setting up a central bus factory, does it make sense to convert the smelted iron / copper at once into steel & copper line and feed this by belts into the central bus line? And if so - what would be the exact ratio smelter / machine for a setup - anyone? I wouldn't do that because I someti...
by Harkonnen604
Tue Jul 26, 2016 9:08 am
Forum: Gameplay Help
Topic: Circuit controlled pipe?
Replies: 5
Views: 3423

Re: Circuit controlled pipe?

Just remember that pump is 30 fluid/sec (pipe is 150 fluid/sec in best case). Put several pumps in parallel if that's important.
by Harkonnen604
Tue Jul 26, 2016 9:06 am
Forum: Gameplay Help
Topic: Copy-multiple paste ?
Replies: 11
Views: 4063

Re: Copy-multiple paste ?

If all chests are reachable, you can hold shift, hold running and just click-click-click-click. Not a big deal for 100 chests. But only if all reachable.
by Harkonnen604
Tue Jul 26, 2016 12:32 am
Forum: Gameplay Help
Topic: input's on oil refinery
Replies: 8
Views: 5449

Re: input's on oil refinery

Frightning wrote:I'm pretty sure, relative to direction of flow, it always matches recipe order, but I could be wrong.
Well, for some reason it's reversed for chemical plants...
by Harkonnen604
Mon Jul 25, 2016 9:46 pm
Forum: Gameplay Help
Topic: input's on oil refinery
Replies: 8
Views: 5449

Re: input's on oil refinery

Ahh, it's pre-research stage :)

By the way, there is no general schema on these alignments between refinery and chemical plant :) Tubes order on refinery matches recipe order if refinery is placed upwards (output tubes on top), but chemical plant they match when plant is facing downwards.
by Harkonnen604
Mon Jul 25, 2016 5:52 pm
Forum: Ideas and Suggestions
Topic: [0.13] Display Turret Range
Replies: 12
Views: 4422

Turret damage range should be shown for all turrets

joined with existing suggestion --daniel34

When hovering a turret or placing new turret damage range should be visible for all of them to ensure full coverage, especially in early game when turrets are sparse.

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