Search found 285 matches
- 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
- 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.
- 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...
- 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...
- 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
viewtopic.php?f=6&t=26802
- Fri Jul 15, 2016 6:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Numpad cursor text input
- Replies: 3
- Views: 2459
Re: [Rseding91] Numpad cursor text input
Thank you!
- 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...
- 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
- 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
- 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.
- 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.
- 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.
- 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...
- 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
Just put some pumps at the output and you won't have flow problems.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.
- 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.
- 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.
- 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.
Would also be nice if station name is fully selected at first click, so you can quickly overwrite it.
- 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.
- 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...
- 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...