Search found 285 matches
- 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
- 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...
- 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...
- 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
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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
- 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 ...
- 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.
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.
- 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...
- 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...
- 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.
- 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.
- 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
Well, for some reason it's reversed for chemical plants...Frightning wrote:I'm pretty sure, relative to direction of flow, it always matches recipe order, but I could be wrong.
- 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 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.
- 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.
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.