Search found 174 matches

by arl85
Mon Jun 16, 2014 6:25 am
Forum: Resolved Problems and Bugs
Topic: [WIN7] Game starts minimised and the only way to maximise...
Replies: 28
Views: 17507

Re: [WIN7] Game starts minimised and the only way to maximis

For me (on win7 x64) this is not solved. If I start the game in fullscreen, only a very small window appears in top left corner; if I start in window mode, it starts in taskbar. When using "window mode", WIN+D trick works, but the first time I start the game it doesn't recognize mouse whee...
by arl85
Fri Jun 13, 2014 1:43 pm
Forum: Outdated/Not implemented
Topic: Assign Near/Far (or Left/Right) on Inserter ☸
Replies: 20
Views: 20103

Re: inserter and two items on left and right side of the bel

I think that having to face this "limitation" of inserter putting on far side is part of the game.
And you can easily change side using belt (see here)
by arl85
Fri Jun 13, 2014 1:24 pm
Forum: Gameplay Help
Topic: A few questions
Replies: 4
Views: 1605

Re: A few questions

Is it possible to walk around in sand box mode like in free play, if so how? By default sandbox mode is played without character, but you can move your view with WASD keys. Or you can start a freeplay with peaceful mode (and maybe number of enemy bases set to low or nothing - I think it is possible...
by arl85
Fri Jun 13, 2014 8:10 am
Forum: Ideas and Suggestions
Topic: Inventary - number of producible products instead of recipes
Replies: 4
Views: 1542

Re: Inventary - number of producible products instead of rec

But then you would run into the opposite problem - the menu would show you "1" when you can't actually make any, because you only have enough ingredients to make "half a recipe". Good point. But in this case it should show "0" because you cannot craft half a recipe Plu...
by arl85
Fri Jun 13, 2014 7:26 am
Forum: Ideas and Suggestions
Topic: Inventary - number of producible products instead of recipes
Replies: 4
Views: 1542

Inventary - number of producible products instead of recipes

Inventory shows the number of available recipes instead of products. For example, currently if you have only 1 iron plate and 1 iron gear wheel a single recipe for transport belt is available (1 transport belt) but, since that recipe produces 2 transport belts, if you click on it you receive two tra...
by arl85
Thu Jun 12, 2014 10:46 am
Forum: Gameplay Help
Topic: Trains do not seek alternate route?
Replies: 4
Views: 2641

Re: Trains do not seek alternate route?

I created a topic in bug report section linking here
by arl85
Wed Jun 11, 2014 12:18 pm
Forum: Implemented Suggestions
Topic: Debug settings panel scrollable
Replies: 2
Views: 1041

Debug settings panel scrollable

As subject says, please make "debug settings" panel scrollable: on my 1366x768 screen I cannot see bottom checkboxes, even after trying moving the panel up to screen border.
by arl85
Wed Jun 11, 2014 9:41 am
Forum: Ideas and Suggestions
Topic: Splitters - only connected exits receive goods
Replies: 8
Views: 3216

Re: Splitters - only connected exits receive goods

Adding another segment won't break anything here, but it would still have unused items, as the belt pushes the items into the next block... So in that case the proposal change will bring no benefit in terms of unused items and you only need one more belt than current setup you show us. Still I thin...
by arl85
Tue Jun 10, 2014 1:55 pm
Forum: Gameplay Help
Topic: Combat - Auto aiming
Replies: 5
Views: 3766

Re: Combat - Auto aiming

I looked at control setting and tried yesterday but was unable to get how it exactly works; it was not my intention to ask a trivial question, sorry. I had no idea about difference between shotgun and submachine gun regarding aiming, for example, and so is the reason why shotgun always fire while su...
by arl85
Tue Jun 10, 2014 12:41 pm
Forum: Gameplay Help
Topic: Combat - Auto aiming
Replies: 5
Views: 3766

Re: Combat - Auto aiming

so shotgun simply fires where the cursor is, both with SAPCEBAR and C?

and so what is the difference between C and SPACEBAR?
by arl85
Tue Jun 10, 2014 12:38 pm
Forum: Ideas and Suggestions
Topic: Splitters - only connected exits receive goods
Replies: 8
Views: 3216

Re: Splitters - only connected exits receive goods

Please consider that I started playing in last days only, so I could be wrong, but I consider a lot more common using splitter as joiners than the cases where you have need an inserter right there. Maybe "if tile next to splitter is source for an inserter then consider it connected" would ...
by arl85
Tue Jun 10, 2014 12:18 pm
Forum: Gameplay Help
Topic: Combat - Auto aiming
Replies: 5
Views: 3766

Combat - Auto aiming

Hi, I bought the game a week ago after playing demo and now I'm playing the beta campaign. I've not got how character combat works: I know I can press C and fire at the cursor or keep SPACEBAR pressed and it will auto fire, but it's not clear how can I aim in that case. it seems to me that holding S...
by arl85
Tue Jun 10, 2014 11:56 am
Forum: Ideas and Suggestions
Topic: Splitters - only connected exits receive goods
Replies: 8
Views: 3216

Splitters - only connected exits receive goods

I read about the possibility to use splitters as "joiners" so you can join two different transport belts, but when I used it I found that joining two transport belts in one cause the "free exit" of the splitter to retain a couple of goods. You can see it in this image from wiki (...

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