Search found 66 matches
- Mon Jun 19, 2017 10:04 pm
- Forum: Gameplay Help
- Topic: Multiple outputs from factory. Inserters priority question.
- Replies: 7
- Views: 3250
Re: Multiple outputs from factory. Inserters priority question.
following up; if there are different -speed- inserters attached to an assembler, do the faster inserts get served before the slower ones? assume yellow and blue inserters.
- Mon Jun 19, 2017 9:54 pm
- Forum: Ideas and Suggestions
- Topic: Solar Modules
- Replies: 4
- Views: 1773
Re: Solar Modules
stone is also used in trackage. build more railroads.
- Sat Jun 17, 2017 4:36 pm
- Forum: Outdated/Not implemented
- Topic: Advanced Player Option - auto shutdown
- Replies: 5
- Views: 2445
Re: Advanced Player Option - auto shutdown
it could function for that, but i was speaking of my own (56-year-old) situation.
I suppose it could be considered a spouse/S.O. control...
I suppose it could be considered a spouse/S.O. control...
- Fri Jun 16, 2017 7:42 pm
- Forum: General discussion
- Topic: Robot Battery Research
- Replies: 15
- Views: 7417
Re: Robot Battery Research
or, recharging robots could take a completely different approach. Rather than -recharge-, replace the discharged battery with a charged one. Upside is that robots need not spend -time- charging, -and- that infrastructure to charge and maintain battery replacement stations becomes an infrastructure t...
- Fri Jun 16, 2017 7:29 pm
- Forum: Outdated/Not implemented
- Topic: Advanced Player Option - auto shutdown
- Replies: 5
- Views: 2445
Advanced Player Option - auto shutdown
Having played several games now amounting to hundreds of hours, I find i need a mod/feature that will act as follows: After a pre-set absolute clock-time or # of hours played, the game should freeze, display a 5 second count-down during which the game is saved, then is shut down. I expect such a fea...
- Sun Jun 04, 2017 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Train Entry-Condition
- Replies: 18
- Views: 7961
Re: Train Entry-Condition
please allow me to ride along on your suggestion, and possibly extend it. In the fuel tab of the train properties, enable a conditional for "seek fuel", maybe settable as to percentage remaining. in train stops, enable a condition for "I am a fuel stop". This condition could be m...
- Sun Jun 04, 2017 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Add a momentary input to hide items on belts
- Replies: 5
- Views: 1560
Re: Add a momentary input to hide items on belts
the 'upgrade planner' mod would address this need.
- Fri Jun 02, 2017 1:17 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Large Power Provider [with graphics please]
- Replies: 6
- Views: 2211
Re: [Request] Large Power Provider [with graphics please]
that rather sounds like the Factorissimo (sp?) mod... you get buildings within which power is generally available, as i understand it.
- Mon May 08, 2017 11:19 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 48447
Re: Version 0.15.7
unless the upgrade works dramatically differently than other upgrades, an increase in the possible length of an underground shouldn't affect the actual length of an already placed underground.
- Sun May 07, 2017 9:41 pm
- Forum: Ideas and Suggestions
- Topic: another use for Programmable Speaker (progSpeak)
- Replies: 0
- Views: 419
another use for Programmable Speaker (progSpeak)
Haven't tried 0.15 as yet, but have looked at new features via YouTube, the wiki and the forums. Also looked about for this idea, but no obvious hits. Anyway, I suggest a new feature path for Programmable Speakers: Sonic Turrets. (Possibly this could work as a mod?) The basic idea is to have one or ...
- Wed May 03, 2017 9:13 pm
- Forum: Ideas and Suggestions
- Topic: Robots should stick to roboport supply lines
- Replies: 8
- Views: 2356
Re: Robots should stick to roboport supply lines
how about a robot-exclusion tower? instead of providing docking and power, it repels robots?
- Wed May 03, 2017 9:11 pm
- Forum: Ideas and Suggestions
- Topic: Alternate power generation from heat
- Replies: 4
- Views: 2267
Re: Alternate power generation from heat
while an interesting idea, you'd effectively be -lowering- the efficiency of the furnace to draw off what you think is residual heat. Heat recovery systems are normally relegated to smoke-stacks. Now, if you want to pipe all your smoke output to a central tower, then heat-recovery, possibly as a hea...
- Wed May 03, 2017 8:58 pm
- Forum: Balancing
- Topic: Nuclear Power at Priority 1
- Replies: 21
- Views: 13508
Re: Nuclear Power at Priority 1
I second the request for a circuit-controlled valve. Even for mundane operations such as switching between lubricant production and "heavy-oil-2-solid-fuel" production.
- Wed May 03, 2017 8:55 pm
- Forum: Balancing
- Topic: Are bitters too hard to kill in end game?
- Replies: 59
- Views: 49644
Re: Are bitters too hard to kill in end game?
Flamethrower and cluster grenades cure many ills. and legs (exo-skeletons). lots of legs. A few destroyer capsules don't hurt, either.
- Wed May 03, 2017 7:37 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Loader recipe and research suggestions
- Replies: 14
- Views: 3951
Re: [Idea] Loader recipe and research suggestions
is there an actual definition of a "Loader" somewhere? I'm assuming it's some sort of higher-volume inserter, albeit with a different graphic.
- Sat Apr 29, 2017 11:14 pm
- Forum: Balancing
- Topic: offshore pump
- Replies: 14
- Views: 4966
Re: offshore pump
i just thought the pump used the temperature difference surface and bottom to generate it's own power. can't remember the name of the technology...
- Fri Apr 28, 2017 10:45 pm
- Forum: Ideas and Suggestions
- Topic: Lunar Outposts (Expanding on the Space Science concept)
- Replies: 2
- Views: 1457
Re: Lunar Outposts (Expanding on the Space Science concept)
extending your metaphor, standard rocket launch gives the standard 1,000 space science packs. However, if you go along, and set up a 'space science factory', you get somehow -enhanced- space science packs, as well as again the ability to retrieve the standard packs as you stated. Basically, I'm sugg...
- Fri Apr 28, 2017 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Deforest er vehicle
- Replies: 11
- Views: 4414
Re: Deforest er vehicle
cluster grenades clear trees -very- effectively.
- Fri Apr 28, 2017 10:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.3] Personal Laser PVP glitch
- Replies: 2
- Views: 2222
Re: [15.3] Personal Laser PVP glitch
so it's a neutron laser?
- Tue Apr 25, 2017 9:48 pm
- Forum: Multiplayer
- Topic: Looking For a Fairly New Player
- Replies: 5
- Views: 1853
Re: Looking For a Fairly New Player
just started my third game; first one with active biters enabled; is that new enough?