Search found 285 matches

by Harkonnen604
Fri Jul 15, 2016 7:26 pm
Forum: Not a bug
Topic: Diagonal rail segment looks weird before construction
Replies: 5
Views: 1784

Re: Diagonal rail segment looks weird before construction

There seems to be another similar type of bug - see how green tube piece got cut out to its tile. Afaik it wasn't like that before 0.13
by Harkonnen604
Fri Jul 15, 2016 6:46 pm
Forum: News
Topic: Friday Facts #147 - Multiplayer rewrite
Replies: 68
Views: 32876

Re: Friday Facts #147 - Multiplayer rewrite

Would be nice if rotating entities and gathering stuff from belts got visual client-side prediction like with running or construction.
by Harkonnen604
Fri Jul 15, 2016 6:08 pm
Forum: Balancing
Topic: Heat Factor - A balacing idea to solar and accumulators
Replies: 28
Views: 8356

Re: Heat Factor - A balacing idea to solar and accumulators

Maintenance is ok, but it should happen only when construction bots appear, especially with solar farms that are so tightly packed that you can't reach them by running. That will also add value to building lots of construction bots. I'd say decaying entities (solars in this case) should get some ran...
by Harkonnen604
Fri Jul 15, 2016 5:47 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35724

Re: How to avoid an oil deadlock

Assuming solid fuel is used only for rocket fuel, I think scheme should be like this: HO -> LB (when LB < 500). get enough chemical plants to outrun refineries HO -> LO (when LB >= 500). get enough chemical plants to outrun refineries LO -> solid fuel (when rocket fuel < 100). get enough chemical pl...
by Harkonnen604
Fri Jul 15, 2016 6:10 am
Forum: Gameplay Help
Topic: Automation Ratios
Replies: 7
Views: 13741

Re: Automation Ratios

I actually made proposal about that some time ago:
viewtopic.php?f=6&t=26802
by Harkonnen604
Thu Jul 14, 2016 10:15 am
Forum: Implemented Suggestions
Topic: Toolbar changes
Replies: 5
Views: 2180

Re: Toolbar changes

+1. I also had post about that. And it appears 0.13 has solved this issue for automating toolbelt refilling upon pressing Q :) though, a minor thing remains - number on toolbelt still reflects stack size in that toolbelt slot, not total number of items including your inventory. While that might be l...
by Harkonnen604
Thu Jul 14, 2016 10:10 am
Forum: Ideas and Suggestions
Topic: A real world game Box
Replies: 1
Views: 1077

Re: A real world game Box

It should be in the form of 3D-printed assembler machine that opens and contains 512Mb usb stick inside size and color of a speed module :)
by Harkonnen604
Thu Jul 14, 2016 10:04 am
Forum: Ideas and Suggestions
Topic: Idea for Loading Screen
Replies: 6
Views: 2735

Re: Idea for Loading Screen

It should be train if you load from SSD :)
by Harkonnen604
Thu Jul 14, 2016 9:43 am
Forum: Ideas and Suggestions
Topic: Customize your map (M/minimap, not map generation)
Replies: 7
Views: 3547

Re: Customize your map (M/minimap, not map generation)

It would be nice if oil wells on map/minimap had some semi-transparent pixels/tiles around them making these dots a bit wider, especially in deserts.
by Harkonnen604
Thu Jul 14, 2016 9:24 am
Forum: Ideas and Suggestions
Topic: Underground Belt and undergroud-pipes cost by length
Replies: 11
Views: 3250

Re: Underground Belt and undergroud-pipes cost by length

I think UG belts were limited to 5 on purpose to bring more logistic challenge, esp. when you need to cross assemblers line.
by Harkonnen604
Thu Jul 14, 2016 9:05 am
Forum: Gameplay Help
Topic: Train stations, paths and closed rail signals
Replies: 6
Views: 4001

Re: Train stations, paths and closed rail signals

Is it possible that train stations with zero waiting time are skipped without loosing speed if further travel in same direction is possible? or by adding new "None" or "Routing" wait condition meaning station is not for loading/unloading but just for routing.
by Harkonnen604
Thu Jul 14, 2016 9:03 am
Forum: Gameplay Help
Topic: What is wrong with this setup?
Replies: 22
Views: 7750

Re: What is wrong with this setup?

I'm not belt guru, but from my games I saw many times that splitters behave oddly when output is clogged. Anyway, situation in your screenshot looks impossible if output chests were empty by the time train arrived :) just because they hold more than a wagon, no matter how belt line is organized. Are...
by Harkonnen604
Wed Jul 13, 2016 9:25 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35724

Re: How to avoid an oil deadlock

SpeedDaemon wrote:- One tank for each fraction for measuring purposes only. I usually don't put these in-line, so they don't slow down the flow.
Just put some pumps at the output and you won't have flow problems.
by Harkonnen604
Wed Jul 13, 2016 8:37 pm
Forum: Gameplay Help
Topic: I'd like a good map seed for a huge peninsula
Replies: 8
Views: 70445

Re: I'd like a good map seed for a huge peninsula

You can quickly check map seed in sandbox mode (Play -> Custom Scenario -> base/sandbox). Just zoom out and scroll like you would run with character.
by Harkonnen604
Wed Jul 13, 2016 3:57 pm
Forum: Not a bug
Topic: Diagonal rail segment looks weird before construction
Replies: 5
Views: 1784

Diagonal rail segment looks weird before construction

Just found this, looks weird. I guess it's somehow connected with new rail layout interface in 0.13, still when you quick-click normal diagonal rail is put down, not just its corner.
by Harkonnen604
Wed Jul 13, 2016 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Numpad cursor text input
Replies: 3
Views: 2459

[Rseding91] Numpad cursor text input

Numpad keys aren't working with text cursor at least with station name editing (numlock off). No home/end, no shift-home/end, no even arrow keys :)
Would also be nice if station name is fully selected at first click, so you can quickly overwrite it.
by Harkonnen604
Wed Jul 13, 2016 3:50 pm
Forum: Gameplay Help
Topic: How to force recalculation of train paths?
Replies: 28
Views: 10564

Re: How to force recalculation of train paths?

Got it, thanks. If trains are allowed to pick different station while waiting they may go infinite loop back and forth in some cases.
by Harkonnen604
Wed Jul 13, 2016 3:44 pm
Forum: Gameplay Help
Topic: Trains - Scheduled Station only on demand/interval
Replies: 9
Views: 5804

Re: Trains - Scheduled Station only on demand/interval

1. You can use a train that delivers coal from central hub everywhere like once an hour 2. You can turn refuelling station on for 5 minutes once every 20 minutes and have it on every train schedule. 3. You can have requester chests with coal at main hub. For trains that never visit main hub you stil...
by Harkonnen604
Wed Jul 13, 2016 2:21 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35724

Re: How to avoid an oil deadlock

It's enough to produce lubricant only from heavy oil whenever lubricant is below 2k. Once over 2k, heavy oil is cracked to light oil which is always cracked to petroleum gas. This way you will not have any deadlocks and won't waste oil on solid fuel (produce only as much as you need for rockets). As...

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