Search found 174 matches

by arl85
Thu Sep 04, 2014 12:20 pm
Forum: Gameplay Help
Topic: Help understanding Logistic System
Replies: 5
Views: 2364

Re: Help understanding Logistic System

my constructors would take the items from the closest PP chest and build the outpost. if you're playing in > 0.10, remember that chest priority has changed (have a look here ) First off, now whenever I destruct something, the bots seem to *randomly* decide to place it in the furthest chest possible...
by arl85
Wed Sep 03, 2014 12:11 pm
Forum: Ideas and Suggestions
Topic: Solid lubricant and portable water production
Replies: 6
Views: 4319

Re: Solid lubricant and portable water production

I recognize that you put lot of effort in your analysis; anyway I find that most of the problems related to fluids (oil, water) is not related to fluids themself but how to move them. While several ideas have been proposed (oil tanker, liquid in barrels) I personally think that simply making pipes n...
by arl85
Wed Sep 03, 2014 11:56 am
Forum: Implemented Suggestions
Topic: Minimap preview in map generator
Replies: 3
Views: 2751

Re: Minimap preview in map generator

Generator is not random, but pseudo-random. It means that given a fixed seed result will always be the same. This is at the base of the map exchange string system. The biggest problem I found is that map is generated on the fly when you enter in a "new" unexplored zone, so the preview coul...
by arl85
Tue Sep 02, 2014 11:42 am
Forum: General discussion
Topic: [Forum] Some ideas about bug reports threads
Replies: 3
Views: 1080

Re: [Forum] Some ideas about bug reports threads

I don't know about the other devs, but I watch all the subforums of bug reports oh, I'm happy about that. Thanks! it's better to open a new thread if the bug is marked as resolved and in fact it isn't what do you suggest in case of thread marked as "not a bug" but I'm sure it is? like thi...
by arl85
Tue Sep 02, 2014 11:39 am
Forum: Minor issues
Topic: Any way to remove a red/green cable?
Replies: 7
Views: 11868

Re: Any way to remove a red/green cable?

slpwnd wrote:Yeah, you can remove but don't get the stuff back.
yes but only
FishSandwich wrote:it works when it is pole to pole but not pole to chest, pole to inserter etc
by arl85
Mon Sep 01, 2014 5:39 pm
Forum: General discussion
Topic: [Forum] Some ideas about bug reports threads
Replies: 3
Views: 1080

[Forum] Some ideas about bug reports threads

I don't know if this is the correct section, but I'd like to share my 2 cents on bug report threads. Sometimes I found that topics are moved into "not a bug" section without a single word explaining the reason. Sometimes it is quite clear, because there's a discussion in topic, but some ot...
by arl85
Mon Sep 01, 2014 8:20 am
Forum: Implemented Suggestions
Topic: Player logistic slot - provider
Replies: 0
Views: 2786

Player logistic slot - provider

I find it would be nice to have a small number of player inventory slot that can be used as a provider slot. Would be nice, for example, if after coming back from enemy spawner with my load of alien artifacts, robots arrive to take them and move them to a factory for conversion into purple bottles. ...
by arl85
Mon Sep 01, 2014 8:16 am
Forum: Not a bug
Topic: [0.10.9] axe "used" even if chest not removed
Replies: 3
Views: 1632

Re: [0.10.9] axe "used" even if chest not removed

I consider it as a bug. in no other cases durability is decreased if no item is "mined". Further, it opens the door to a situation where "different actions that cause the same results have different side effects". In other words, opening a chest, taking everything inside up to my...
by arl85
Sun Aug 31, 2014 4:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.9] starting chest should contains integer stacks
Replies: 1
Views: 863

[0.10.9] starting chest should contains integer stacks

not properly a bug but starting chest should contain only 5 locos and 10 wagons (integer number of stacks, as all other items) instead of 6 and 12.
by arl85
Sun Aug 31, 2014 4:31 pm
Forum: Not a bug
Topic: [0.10.9] axe "used" even if chest not removed
Replies: 3
Views: 1632

[0.10.9] axe "used" even if chest not removed

If I try to mine a chest but my inventory is full, axe durability is decreased even if I'm unable to mine the chest.
by arl85
Sun Aug 31, 2014 4:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.9][kovarex] inventory not sorted
Replies: 3
Views: 1218

[0.10.9][kovarex] inventory not sorted

I have a chest with 400 copper plates. my inventory contains 100 copper plates and has a single free slot (all other slots are occupied) I try to get all 400 copper plates from chest - I got only 100 (correct!) they appears in the only free slot, not adjacent to other copper plates. if I take them ...
by arl85
Sun Aug 31, 2014 4:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.9] logistic count glitch
Replies: 2
Views: 2633

[0.10.9] logistic count glitch

item count on logistic chest has some glitches. I did a test: on sandbox scenario I put 50 iron chest in an active provider chest. I also added a storage chest and a roboport with 100 robots. you can find the savegame here (it is at 0.25 speed so you can see it in action easily - simply put the 50 i...
by arl85
Sat Aug 30, 2014 7:33 am
Forum: Minor issues
Topic: Any way to remove a red/green cable?
Replies: 7
Views: 11868

Re: Any way to remove a red/green cable?

will you move it to bug section or should I create a new topic there?
by arl85
Sat Aug 30, 2014 7:10 am
Forum: Cheatsheets / Calculators / Viewers
Topic: [guide] calculate screenshot dimensions
Replies: 3
Views: 12282

Re: [guide] calculate screenshot dimensions

OBAMA MCLAMA wrote: How long did it take to render the 127mb picture?
on my pc (4core 2 GHz) no more than 3/4 seconds for generating and almost the same to display it in windows (it take same time to load such a file)
by arl85
Fri Aug 29, 2014 2:20 pm
Forum: General discussion
Topic: Dump map? Export to PNG?
Replies: 8
Views: 7457

Re: Dump map? Export to PNG?

So this might not be very "normal-user"-friendly, but I saw nothing that can't be made easier with the help of a "screenshot-mod" that helps the user to make screenshots from their base, defined area etc. Unfortunately a mod like that doesn't exist, yet. I just put a bit of math...
by arl85
Fri Aug 29, 2014 1:28 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: [guide] calculate screenshot dimensions
Replies: 3
Views: 12282

[guide] calculate screenshot dimensions

edit: I'm attaching a ods spreadsheet that calculates correct dimensions for you. You simply need to provide top left and bottom right corners and zoom level. you'll receive the string to use in-game. it should work with any locale but I'm not 100% sure (in Italy we use "," as decimal sep...
by arl85
Thu Aug 28, 2014 5:26 pm
Forum: Gameplay Help
Topic: Turrets shooting range
Replies: 9
Views: 2426

Re: Turrets shooting range

OBAMA MCLAMA wrote:I think if you mouse over the turret, it tells you the range.
would be nice but no: in inventory screen it only shows shooting speed for gun turret and energy consumption for laser turret.
when placed, lot of info are displayed (# of kills, damage per shot, etc) but no range
by arl85
Thu Aug 28, 2014 4:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.8]clearing logistic slot keeps amount
Replies: 1
Views: 707

[0.10.8]clearing logistic slot keeps amount

I already suggested a change here but then I found what I suppose is a bug or at least a strange behavior. Talking about logistic slots, when you first open your inventory no slot is selected and displayed amount on slide is 0. then you select a slot - it get highlighted and the set amount is displa...
by arl85
Thu Aug 28, 2014 4:40 pm
Forum: Not a bug
Topic: [0.10.8] oil field abundance
Replies: 7
Views: 2447

Re: [0.10.8] oil field abundance

by arl85
Thu Aug 28, 2014 4:35 pm
Forum: Gameplay Help
Topic: Turrets shooting range
Replies: 9
Views: 2426

Re: Turrets shooting range

I agree that this information should be available in game (maybe with a circle that could be show when placing/holding a key).

Anyway, from lua files I found that
HeilTec wrote:How far can a gun turret shoot?
range is 17 squares
HeilTec wrote:How far can a laser turret shoot?
range is 25 squares

Go to advanced search