Search found 69 matches

by J-H
Fri Feb 15, 2019 5:06 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84297

Re: Friday Facts #282 - 0.17 in sight

A starting island that can be bridged to a mainland (via landfill) sounds good. A starting island with nothing but water around it sounds like a recipe for a factory that dies because it can't get more resources.

I'd like some clarification on which one we're getting.
by J-H
Sat Feb 02, 2019 2:33 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88315

Re: Friday Facts #280 - Visual Feedback is the king

I'm optimistic that this will help with diagnosing "No Path" errors.
by J-H
Tue Jan 15, 2019 5:31 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 12444

Re: feedback: train signals are hard

Thanks for those links.

Having a two way rail system (RHD / LHD) is a huge departure from how I've done it before. It means rail lines to remote outposts will take twice as many resources and twice as long to lay. That's a lot of extra work.
by J-H
Sat Jan 05, 2019 2:41 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63916

Re: Friday Facts #276 - Belt item spacing & Script rendering

Train signals also need fixing. What are you talking about? Signals work perfectly fine. What needs fixing? "No Path" does not help locate where a problem is along a thousand-unit track with fifteen signal pairs. It takes a lot of guesswork and trial-and-error to fix "No Path." ...
by J-H
Sat Jan 05, 2019 12:41 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63916

Re: Friday Facts #276 - Belt item spacing & Script rendering

Train signals also need fixing. What are you talking about? Signals work perfectly fine. What needs fixing? "No Path" does not help locate where a problem is along a thousand-unit track with fifteen signal pairs. It takes a lot of guesswork and trial-and-error to fix "No Path." ...
by J-H
Fri Jan 04, 2019 6:55 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63916

Re: Friday Facts #276 - Belt item spacing & Script rendering

How are you using the circuit system to read the belt like that?\ Every attempt I've made at using the circuits to do anything (like make a beep when a train arrives) has fallen flat on its face. We need a good tutorial, either in-game or written. (Video tutorials are a non-starter - I can read in 2...
by J-H
Fri Dec 28, 2018 2:27 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153471

Re: Friday Facts #275 - 0.17 Science changes

Speaking of...can we get a way to prevent construction robots from deploying and chasing moving vehicles? They just get left behind and die every time the car hits a tree, the train gets a random hit from a biter, etc... wasted resources and annoying notifications.
by J-H
Mon Nov 12, 2018 5:54 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 12444

Re: feedback: train signals are hard

I just spent over an hour on my current factory trying to debug a couple of intersections so that my four trains would stop No Pathing randomly. What should be a simple setup (multiple unloading loops served by an in lane and an out lane, then splitting to far-off destinations) is now a mish-mash wi...
by J-H
Sun Nov 11, 2018 9:59 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 12444

Re: feedback: train signals are hard

Yes, this!
by J-H
Sat Nov 10, 2018 1:06 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46886

Re: Friday Facts #268 - The modern Biter

For some weird reason I feel more for the biters than I do for that feminist in that red red game. Well, yes, nobody likes feminists. The 2nd/3rd wave feminists are women who don't like expressing love for their families with anything other than words, or who are women who want to be men while keep...
by J-H
Sat Nov 10, 2018 3:18 am
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46886

Re: Friday Facts #268 - The modern Biter

Can we please get some better error-reporting for trains? "No Path" is not helpful with a long train path involving multiple intersections and a dozen signals. Walking the train path twice and seeing a bunch of green lights (NO red ones) means there should not be anything wrong. The train ...
by J-H
Mon Oct 29, 2018 10:30 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209603

Re: Friday Facts #266 - Cleanup of mechanics

Off Topic since the Devs are reading this: Can we please get a function so that when a player mouses over an option in his personal crafting menu, any existing inventory slots that already contain the item are highlighted? With something like 120-150 inventory slots, it's hard to tell at a glance w...
by J-H
Mon Oct 29, 2018 7:34 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209603

Re: Friday Facts #266 - Cleanup of mechanics

Off Topic since the Devs are reading this: Can we please get a function so that when a player mouses over an option in his personal crafting menu, any existing inventory slots that already contain the item are highlighted? With something like 120-150 inventory slots, it's hard to tell at a glance w...
by J-H
Mon Oct 29, 2018 5:07 pm
Forum: General discussion
Topic: "Big power" options, low UPS hit
Replies: 52
Views: 11742

Re: "Big power" options, low UPS hit

You can chain heat pipes through nuke plants? They don't have to hook directly to each one?

*mind blown*

This changes everything about how I lay out my plants.
by J-H
Mon Oct 29, 2018 4:59 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209603

Re: Friday Facts #266 - Cleanup of mechanics

Off Topic since the Devs are reading this: Can we please get a function so that when a player mouses over an option in his personal crafting menu, any existing inventory slots that already contain the item are highlighted? With something like 120-150 inventory slots, it's hard to tell at a glance w...
by J-H
Sun Oct 28, 2018 1:11 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 209603

Re: Friday Facts #266 - Cleanup of mechanics

I favor keeping the pickaxe, then the steel pickaxe...and adding, at the blue-circuit level, the matter deconstructor. I also do not like the idea of making Assembler 1 able to do everything. Right now Assembler 1 is just like yellow belts or yellow inserters "good enough" at low tech, but...
by J-H
Thu Jun 28, 2018 7:21 am
Forum: General discussion
Topic: [Poll] Battery design that stabilizes 0.16.51
Replies: 53
Views: 19229

Re: [Poll] Battery design that stabilizes 0.16.51

I liked the old battery better. It was a simpler and more intuitive image. If we can't go back to Duracell colors, I suggest using a color that's not in heavy use already like grey/blues are... perhaps a white/yellow color scheme for the batteries?
by J-H
Thu May 31, 2018 1:31 am
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 102972

Wet maps

I set water size to "very big" and something like "moderately frequent" on this playthrough (factory #22). I think the map generator places resources first, then overlays them with water.... and once overlaid with water, they are gone, and cannot be surfaced by using landfill. Th...
by J-H
Sun Apr 15, 2018 6:59 pm
Forum: Gameplay Help
Topic: Can't get signals to work for a simple intersection
Replies: 10
Views: 3355

Re: Can't get signals to work for a simple intersection

Ok, I think I found a rogue signal (on the "return" side of the tracks) and deleted it. The loop seems to be working now, thank you all!
by J-H
Sun Apr 15, 2018 6:56 pm
Forum: Gameplay Help
Topic: Can't get signals to work for a simple intersection
Replies: 10
Views: 3355

Re: Can't get signals to work for a simple intersection

Ah, got it. I'd missed the visual difference. Swapped to those and still "No Path" until after the last signal intersection even though the lights are green to go.

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