Search found 152 matches
- Sun May 05, 2019 7:17 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 267329
Re: [0.17+] Space Exploration WIP
I have a suggestion re: robot attrition. Personally, I'm playing with the defaults, and as I understand it, you added it so exploration to other moons/planets didn't immediately turn into bot-bases. My suggestion is this: add gravity to moons and planets. Nauvis is the baseline; no attrition. Bodies...
- Sun May 05, 2019 4:57 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 267329
Re: [0.17+] Space Exploration WIP
Howdy. I've been playing the mod for about a week. I've only just launched a few satellites. I avoided all the space tech because I assumed (and not too far from the mark), that it was going to take some effort for the production chain. What follows are a small collection of things I've noticed or q...
- Fri May 03, 2019 4:45 pm
- Forum: Ideas and Suggestions
- Topic: [Production Graph] Highlight items when consumpion > production
- Replies: 1
- Views: 612
[Production Graph] Highlight items when consumpion > production
TL;DR In the production graph, highlight the background of the items RED if the consumption is greater than the production. What ? There's not a whole lot more "what" than that. The important aspect is the "why". Why ? The main reason--besides idle curiosity--I look at the produ...
- Tue Apr 30, 2019 2:34 pm
- Forum: Duplicates
- Topic: [0.17.34] Clicking the dependency arrow in mod browser doesn't navigate to mod
- Replies: 1
- Views: 493
[0.17.34] Clicking the dependency arrow in mod browser doesn't navigate to mod
By way of an example: Navigate to Options | Mods | Install . Search for "Space Exploration". Click the first result "Space Exploration". In the right-pane, Dependency section, click the "->" next to "aai-industry...". Observe that it resets the "Install&q...
- Tue Apr 30, 2019 2:28 pm
- Forum: Not a bug
- Topic: [0.17.34] Placing ghost underground belts and pipes don't orient properly
- Replies: 1
- Views: 532
[0.17.34] Placing ghost underground belts and pipes don't orient properly
TL;DR Make ghost placement of undergrounds behave the same way as placing corporeal undergrounds. Whenever a normal underground belts or pipes are being placed, the "second' placement orients properly--in other words the first is the "input" (going underground) and the second orients ...
- Fri Apr 19, 2019 4:57 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Krastorio
- Replies: 24
- Views: 17486
Re: [MOD 0.17.x] Krastorio
I really like the design of the entities. My one critique is that they are too clean (for lack of a better description). For instance, placing one of the Krastorio chests in the middle of your factory, it sticks out like a sore thumb; it doesn't mesh well with the overall feel of the factory. Other ...
- Tue Apr 16, 2019 7:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.31] Rotational Asymmetry in belt/inserter interactions
- Replies: 6
- Views: 4845
Re: [0.17.31] Rotational Asymmetry in belt/inserter interactions
In your reddit post, you referenced this "Not a Bug" bug report, and it too needs to be re-opened / re-evaluated. To use an archery term, the behavior is sinful. If "inserters can drop items faster than they can pick them up", as Rseding91 said, then I would never expect the &quo...
- Mon Jan 28, 2019 10:48 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75162
Re: Friday Facts #279 - Train GUI & Modern Spitter
This FFF hints at, but does not really explicitly confirm or deny, a thing I have wanted for a long time: Condition combination control; that is, currently with AND and OR, your ability to control is somewhat limited if you want them combined in complex ways. For example, there is no way to achieve...
- Fri Jan 25, 2019 6:31 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75162
Re: Friday Facts #279 - Train GUI & Modern Spitter
The Train UI doesn't address logical operator precedence. My assumption is that and 's precedence is higher than or (e.g., a or b and x or y => a or (b and x) or y ), but it isn't obvious from the UI nor--would I expect--it to be obvious to the general player. And if my assumption is wrong, then it ...
- Fri Aug 03, 2018 3:03 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 82244
Re: Friday Facts #254 - No research queue for you
That's some high-powered rationalizations going into the logic for removing the queue. A handful of techs are real choices out of about 120 techs, like single-digit percentage. Everything else tends to be prereqs (forced choice) or effectively random (see Paradox of Choice) to prevent idle labs. As ...
- Mon Jul 30, 2018 9:22 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 32064
Re: Friday Facts #253 - Fans & Fun
Pretty please!?eradicator wrote:FFF253 wrote:Any chance we can get diagonal rail gates?
- Fri Jan 12, 2018 7:42 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370917
Re: Friday Facts #225 - Bots versus belts (part 2)
Increasing the charging time would severely impact personal roboports when clearing forests and reorganizing parts of your factory. Increasing the charging time will be circumvented with more roboports, which means more solar stamps, which means more tedium and boredom for the players. If they are g...
- Thu Dec 14, 2017 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [0.16.0] Starting area has no water
- Replies: 20
- Views: 10154
Re: [TOGos][16.0] Starting area has no water
I do appreciate *trying* to maintain compatibility between EXPERIMENTAL versions, but ultimately fixing it now than later is better. There's no guarantee that you will get it correct in 0.17 and then... we'll have to wait for 0.18. When I downloaded 0.16, I saw this: This is the cutting edge "e...
- Thu Dec 14, 2017 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [16.0] Tank Flamethrower damages Tank at higher speeds
- Replies: 3
- Views: 2721
Re: [wheybags] [16.0] Tank Flamethrower damages Tank at higher speeds
Since tanks don't take tree damage anymore, could you drive through the trees and burn the forest behind you as a workaround?
- Thu Dec 14, 2017 4:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.2] Number of Items in hand not aligned to hand anymore
- Replies: 5
- Views: 1269
Re: [0.16.2] Number of Items in hand not aligned to hand anymore
Was coming here to report this. Thanks for grokking it!
- Thu Dec 14, 2017 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30725
Re: We can not dig out landfill
My mode of operations is...
* Make save;
* Do landfill and have my mouse jiggle and mess up;
* Reload save;
* Do landfill and have it come out perfect; and
* Make save.
* Make save;
* Do landfill and have my mouse jiggle and mess up;
* Reload save;
* Do landfill and have it come out perfect; and
* Make save.
- Thu Dec 14, 2017 4:22 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102233
Re: 0.16 Map generation Feedback
I do not like the patchwork maze of cliffs. Not that they impede me, mind you, but it looks and feels terrible. After many, many generations I think my main beef with them is how short they are. Imagine if you had 3x1 lakes everywhere. Yuck. Having long, unbroken stretches of cliffs seems like it wo...
- Wed Dec 13, 2017 10:46 pm
- Forum: Pending
- Topic: [posila][0.16.0] Locked file after process termination via Win10 bash
- Replies: 2
- Views: 1166
[posila][0.16.0] Locked file after process termination via Win10 bash
I was setting up a server under Windows 10 bash . I am using ComEmu64 as my emulator. The process was running with 0.16 and I saw a reddit update that 0.16.1. I tried to ^C the server process to shut it down and it did not respond to the keyboard input. Instead I ^Z it to suspend the process and the...
- Thu Dec 07, 2017 3:58 am
- Forum: Logistic Train Network
- Topic: [REQUEST] Depot train prioritization based on cargo
- Replies: 5
- Views: 2433
Re: [REQUEST] Depot train prioritization based on cargo
Well, thanks. I'll try some of what you suggested there and report back. Cheers.
- Thu Dec 07, 2017 1:38 am
- Forum: Logistic Train Network
- Topic: [REQUEST] Depot train prioritization based on cargo
- Replies: 5
- Views: 2433
Re: [REQUEST] Depot train prioritization based on cargo
Not needed. Use stations loading only requested items from design thread. It's not an issue of loading the wrong items. It's an issue of not unloading the entire inventory before the train leaves. See more below. Also if you have trains going back to the depot with left over items in their cargo, i...