Search found 1191 matches
- Thu Dec 03, 2020 2:38 am
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 6833
Re: Trains still route to closest station (with limits set)
At least for outposting this isn't the solution I was hoping for. This way you avoid that all 3 trains try to reach the 1rst outpost. Hence you can avoid train always routing to the closest outpost. Right...or I could just give them different names like i've done for like 3 years now. You can, but ...
- Mon Nov 30, 2020 3:27 am
- Forum: Balancing
- Topic: Express transport belt to express underground belt, splitter recipe?
- Replies: 9
- Views: 2194
Re: Express transport belt to express underground belt, splitter recipe?
You can't hand craft express belts, so you must be making them in factories somewhere. At that point what's the difference in how they're made? By the time you have fast belts you should be making all belts in factories. By the time you have blue belts, bots should be delivering things to you automa...
- Wed Nov 25, 2020 11:08 am
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 41013
Re: Version 1.1.1
While I had to download 1.1.0 manually, it updated to 1.1.1 on its own normally. It prompted me, I said "yes, please" and it got it. Which is good because I finally got a chance to play 1.1.0 yesterday and found that indeed I *DO* click my quickbar with stuff in my cursor. And it is a very...
- Wed Nov 25, 2020 1:53 am
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 13876
Re: your thoughts on menu simulation
I'm a super huge fan of it, though I think it should go away (i.e. no noise) when you're starting a new game.
- Tue Nov 24, 2020 11:56 am
- Forum: Ideas and Suggestions
- Topic: Give an option in the interface menu to revert to old quickbar behavior.
- Replies: 12
- Views: 1667
Re: Give an option in the interface menu to revert to old quickbar behavior.
It seems that there is a general consensus that the old behavior is nicer because it is hard to accidentally click the incorrect item and move filters around. I can see why you changed it: there has been lots of confusion among new players, but we like the old behavior better. People don't complain...
- Tue Nov 24, 2020 1:21 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 96476
Re: Version 1.1.0
Ho. Ly. Cow. I want to comment on so many of these but it would take too long and I'd instead rather play it! Super excited about: Train stop allows to set limit of incoming trains. Added vertical/horizontal blueprint flipping. Power poles/underground belts built by dragging logic works also with gh...
- Thu Nov 19, 2020 6:34 am
- Forum: Ideas and Suggestions
- Topic: Long-Handed Filter Inserters
- Replies: 11
- Views: 2000
Re: Long-Handed Filter Inserters
I agree with you, but must stress because you've only posted one post, that if you're placing in an assembler or furnace the arm will only grab what can go into that device, no filters required.
- Wed Nov 18, 2020 2:13 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 80258
Re: Friday Facts #363 - 1.1 is getting close
Can you put items into the inserter hand? I've not used 1.1 yet, but from what I read, yes you will be able to do that. Another patch goes by with basically zero new content. *Yawn* :shock: You could at least admit that the new content (that is there) is merely stuff you don't care about.
- Tue Nov 17, 2020 5:12 am
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 18509
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa
I think you don't understand the problem, because you aren't addressing it. The problem, as written directly in the title, is that an inconsistency exists. Okay. I'll address it directly. An inconsistency exists. Inserters work differently under low power than combinators. I am totally fine with th...
- Tue Nov 17, 2020 2:15 am
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 18509
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa
no, that's not what anyone is telling you - they're saying instead that the problem is the lack of power. and then you tell us that no one is listening to you. we're listening. we just disagree. Yeah, but they're wrong. The lack of power isn't the problem. And here's the fundamental difference betw...
- Fri Nov 13, 2020 9:50 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 80258
Re: Friday Facts #363 - 1.1 is getting close
Does the new drag locking for belts also work for undergrounds?
- Wed Nov 11, 2020 11:43 am
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 9981
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
The one I'm highlighting is specifically the inconsistency between inserters and combinators, not belts, (unless they get a power requirement,) because those are the devices that require power and ergo would be expected to act consistently with each other when power is low. Sorry about that. I was ...
- Wed Nov 11, 2020 2:35 am
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 9981
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
I think I get the general idea, but can someone succinctly say what's inconsistent about this? Every other entity in the game works slower when not receiving full power; combinators do the exact same thing. The problem is belts and send pulse signals, and if a combinator is low on power it can miss...
- Sun Nov 08, 2020 2:43 pm
- Forum: General discussion
- Topic: Steam destroyed 0.18.47 today!
- Replies: 7
- Views: 2083
Re: Steam destroyed 0.18.47 today!
It's not as important now that updates are less frequent, but let me use this post as another chance to stress... IF YOU CARE WHAT OLDER VERSION YOU ARE ON STOP USING STEAM Steam will eventually wipe out old versions as Wube posts new ones. There is no alternative to this for them, so it is up to yo...
- Fri Oct 23, 2020 1:29 am
- Forum: Ideas and Suggestions
- Topic: No Warning when Loading with Unsaved Map Open
- Replies: 4
- Views: 923
Re: [1.0.0] No Warning when Loading with Unsaved Map Open
Easy.eradicator wrote: ↑Fri Oct 23, 2020 1:00 amFrom a modders perspective an extra dialogue box before every time i click load sounds like a nightmare.
[x] Don't show this again.
- Thu Oct 15, 2020 9:22 pm
- Forum: Ideas and Suggestions
- Topic: gravity?
- Replies: 4
- Views: 688
Re: gravity?
Unless you mean North should be Up and South should be Down. If so there's a mod for that, too.
https://terraria.org/
https://terraria.org/
- Wed Oct 14, 2020 12:50 am
- Forum: Gameplay Help
- Topic: Lazy Bastard achievement question
- Replies: 4
- Views: 1350
Re: Lazy Bastard achievement question
I have a few questions for the achievement - hope someone here can answer it. Tried looking around, but there doesn't seem much information on it Right, only 111 crafting actions. Some crafting actions produce two or more things, still only counts as one crafting action. Depends on what you mean. I...
- Tue Oct 13, 2020 10:04 am
- Forum: General discussion
- Topic: "Widely used" settings that motivate the use of trains
- Replies: 10
- Views: 2444
Re: "Widely used" settings that motivate the use of trains
As a train lover:
"Rail World" default.
Ores farther apart, can make them richer and/or bigger to compensate if you want.
More water, to limit what you can do in any area so you have to build small factory sections.
No cliffs. Has nothing to do with trains I just hate cliffs.
"Rail World" default.
Ores farther apart, can make them richer and/or bigger to compensate if you want.
More water, to limit what you can do in any area so you have to build small factory sections.
No cliffs. Has nothing to do with trains I just hate cliffs.
- Mon Oct 12, 2020 10:56 pm
- Forum: Gameplay Help
- Topic: Can't connect pipe together with same product inside
- Replies: 7
- Views: 2280
Re: Can't connect pipe together with same product inside
Click each pipe with nothing in your hand and you'll see that one of them has sulfuric acid + something else.
Flush the something else.
If the problem comes back, trace the pipes until you find the device that's pumping in the wrong fluid.
Flush the something else.
If the problem comes back, trace the pipes until you find the device that's pumping in the wrong fluid.
- Mon Oct 12, 2020 9:53 pm
- Forum: Ideas and Suggestions
- Topic: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
- Replies: 20
- Views: 2659
Re: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
So give us a growing volcano that can be slowed down using a liquid from those white bottles :) That's an awesome idea actually, though I'd hate it as a game mode myself. Hole in the ground that will explode in X hours/minutes/seconds/ticks/whatever. Every science pack bottle you throw in it adds a...