Search found 37 matches
- Fri Jan 12, 2018 9:20 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372394
Re: Friday Facts #225 - Bots versus belts (part 2)
Idea for bot nerf: Make carrying capacity based on stack size of the item; OR make power consumption based on the stack size of the item (as well as how many are carried). Example of case 1: Initially, a bot can carry 2 circuits, or 1 plate or pipe, but can't carry pipe-to-ground, train wagon, etc. ...
- Fri Oct 20, 2017 8:25 pm
- Forum: News
- Topic: Friday Facts #213 - The little things 2
- Replies: 55
- Views: 24630
Re: Friday Facts #213 - The little things 2
Another change to requester chests that would be nice: when you set a new item to be requested, don't immediately set the amount to a full stack. If I have a single requester feeding multiple assemblers, I need to set the items manually. But even if I only want the chest to request 10 blue circuits,...
- Fri Oct 06, 2017 11:22 pm
- Forum: Ideas and Suggestions
- Topic: More transparent autosaving
- Replies: 6
- Views: 2873
Re: More transparent autosaving
I second this motion. Some additional comments: I think the biggest problem with the current experience isn't that input is ignored, it's that only some input is ignored. For example, mouse clicks are ignored, but mouse movement is not ignored. If the entire viewport were frozen for the duration of ...
- Tue Jun 27, 2017 7:26 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 52790
Re: Friday Facts #195 - Poles re-design
All I want from an electric pole redesign is to have the small pole centered in its tile. It drives me crazy the way it can move from one side of its tile to the other just based on its connections to other poles. This makes it really hard to place, because it looks like I've moved it from one tile ...
- Wed Jun 07, 2017 8:53 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202097
Re: [0.15.x] Fluid mechanics
Common mistakes [...] - pumping into entity with high zero-pressure [...] - pressure-ignoring pumping into low zero-pressure entity Pressure-ignoring pumping should be targeted on higher zero-pressure entity, because later natural pressure difference may be used for free. So.... which is it? Pumpin...
- Fri May 19, 2017 10:11 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149478
Re: Friday Facts #191 - Gui improvements
Regarding the proposed changes, I think they're great. By far the best thing is being able to place ghosts of items you don't have, but everything else proposed makes sense too. Even the one concrete drawback, losing the ability to transfer most of your inventory, but not your toolbar items, into a ...
- Thu May 18, 2017 7:05 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint placement overwrites assembler settings
- Replies: 0
- Views: 1113
Blueprint placement overwrites assembler settings
TL;DR Placing a blueprint should overwrite assembler settings on assembler ghosts, and with force-place (shift-click) should overwrite them on existing assemblers. Why? Now that blueprints are available from the start of the game, and portable between games without mods, it's very easy to have a bl...
- Wed Mar 15, 2017 2:39 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 38122
Re: Friday Facts #181 - Calm before the storm
It seems to me that review keys should be disabled 30 or 60 days after they're handed out, regardless of what the reviewer does with it. Either they wrote a review, in which case they don't need the review copy anymore, or they didn't write a review, in which case they never needed a review copy in ...
- Sun Mar 05, 2017 9:31 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 66988
Re: Friday Facts #180 - Map interaction
Showing the exact content of the ore field gets me thinking... 1. Why not have that gated behind tech? Just show the ore type, not the number, before that. 2. Add some kind of seismic scanning tech/building (similar to the radar) that can find new ore/oil patches far from the base (without the need ...
- Sun Feb 26, 2017 7:09 am
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 52680
Re: Friday Facts #179 - New resource graphics & concrete
I love how organic the new ore tiling looks. Really fantastic job there. I don't care for the stippling surrounding the larger chunks, though -- it just looks like noise, or the dithering you see in 256-color graphics.
- Fri Nov 04, 2016 7:54 pm
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 35826
Re: Friday Facts #163 - New rails & New problems
it would be nice to have some guard and wing rails like this: http://media.gettyimages.com/photos/railroad-track-points-picture-id483503549?s=170667a It would also be nice if the ties didn't overlap the way they do. The above is a good example of how it works in the real world... here's another: ht...
- Tue Oct 18, 2016 10:45 pm
- Forum: Ideas and Suggestions
- Topic: Mod UI Suggestion - reduce reloading
- Replies: 1
- Views: 1086
Mod UI Suggestion - reduce reloading
Suggestion: When "Automatically enable new mods" is toggled off in the options, don't reload the game upon leaving the Install Mods screen. Instead, just go back to the Mods screen, and reload only after toggling mods on/off and leaving that screen.
- Fri Oct 07, 2016 9:58 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 104323
Re: Friday Facts #159 - Research revolution
Regarding PVP-ready map generation, how about introducing symmetry to the whole map? Generate a single 45-degree pie slice of the map, mirror it about the diagonal to get a quarter of the map, and then mirror that onto the other three quadrants. Boom, 8 identical starting locations (though the mirro...
- Thu Sep 29, 2016 4:33 am
- Forum: Pending
- Topic: [0.13.20] Tight Spot level 3 - Crash when pressing Start
- Replies: 5
- Views: 1825
Re: [0.13.20] Tight Spot level 3 - Crash when pressing Start
That was the only time the game has crashed for me in any game mode. I ended up finishing the level with no further problems (luckily the save came not too long before the crash -- I just had to add power).
Here's the save: https://www.dropbox.com/s/hu4ga82q4z9hx ... e.zip?dl=0
Here's the save: https://www.dropbox.com/s/hu4ga82q4z9hx ... e.zip?dl=0
- Wed Sep 28, 2016 4:38 am
- Forum: Pending
- Topic: [0.13.20] Tight Spot level 3 - Crash when pressing Start
- Replies: 5
- Views: 1825
[0.13.20] Tight Spot level 3 - Crash when pressing Start
I've been working on this level for a while, and this wasn't the first time I pressed Start. After the crash, I reloaded, set up the same layout (though not the same steps to set it up), and it ran without crashing.
Mods: base 0.13.20; blueprint-string 3.1.2
Windows 7, 16 GB, GTX 1070
Mods: base 0.13.20; blueprint-string 3.1.2
Windows 7, 16 GB, GTX 1070
- Thu Sep 22, 2016 1:04 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 149459
Re: Digital Display, Yay!
Sadly this doesn't work out of the box in 0.13. since the smart chest & curved Rail got removed. Thanks for the updated version! I just found this thread today and was dismayed at the problems I had using the blueprints here. Only one problem with your version: when you remove the left-most dec...
- Thu Sep 15, 2016 6:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.9][Twinsen] Transport Belt Madness Electric Poles
- Replies: 9
- Views: 4933
Re: [0.13.9] Transport Belt Madness Electric Poles
Playing for the first time in months, ran into this. Please fix. (While you're at it, add a line to the instructions about what to do when you've laid out all the belts. I've found the button now, but looking for what to do was what caused me to shift-click the electric pole.)