Search found 35 matches

by utoxin
Thu May 11, 2017 3:50 pm
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 53133

Re: Version 0.15.10

mophydeen wrote:I'm using nuclear and heat exchangers for CL. You're saying it's also working with normal boilers?
All it needs is 'Steam', not a particular temperature of steam, so yes, it will work with normal boilers.
by utoxin
Tue May 09, 2017 5:01 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 15594

Re: 0.15 Oil Rebalancing - Too Far?

Another possible solution, since at least a few of us who have had 'too much' oil have been playing expensive recipes, is to raise the oil costs of one or two of the oil products (when using expensive recipes), so that they cost more, just like the metals do. Maybe Plastic and Sulphur? Or even just ...
by utoxin
Tue May 09, 2017 4:29 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 15594

Re: 0.15 Oil Rebalancing - Too Far?

Don't forget to factor in the randomness of map generation. Those of you who feel oil was too plentiful, how many new maps have you played since 0.15 came out? Oil availability had been a fairly common complaint here on the forums, so I can see why they tweaked the numbers to be higher. You always ...
by utoxin
Tue May 09, 2017 4:12 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 15594

Re: 0.15 Oil Rebalancing - Too Far?

It sounds like my experience is relatively common. I still like my proposed solution. Don't touch the current starting output, spawn rate, or depletion rates. Just change the 20% in the 'minimum' calculation to 10%. Results in a lower final output, but still has the higher output initially, and with...
by utoxin
Tue May 09, 2017 3:19 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 15594

Re: 0.15 Oil Rebalancing - Too Far?

Interesting that you're also using RSO. I am as well, but I've checked some vanilla worlds, and seen similar richness oil patches, at least for the starting wells, so I didn't consider it relevant to the discussion. I wonder if the reason me and AcolyteOfRocket don't have problems is the expensive r...
by utoxin
Tue May 09, 2017 2:41 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 15594

0.15 Oil Rebalancing - Too Far?

I've been playing a lot of 0.15, and I'd played a lot of 0.14 as well. While I LOVE most of the changes in 0.15, I think they may have re-balanced oil wells too far in the productivity direction. I've been playing a rail world with expensive recipes and a 2x research multiplier. I'm nearly up to lau...
by utoxin
Wed May 03, 2017 9:06 pm
Forum: Not a bug
Topic: Worker Robot Cargo Size & Construction Bots
Replies: 2
Views: 1339

Re: Worker Robot Cargo Size & Construction Bots

Alright. I halfway suspected that it might be intentional. It might be worth adding a note to the research description about this to save others confusion.
by utoxin
Wed May 03, 2017 7:25 pm
Forum: Not a bug
Topic: Worker Robot Cargo Size & Construction Bots
Replies: 2
Views: 1339

Worker Robot Cargo Size & Construction Bots

As far as I can tell, the Worker Robot Cargo Size research doesn't allow construction bots to carry multiple items to build at once.
by utoxin
Wed May 03, 2017 12:48 pm
Forum: Not a bug
Topic: Train Stop Circuit Network Issues
Replies: 8
Views: 4483

Re: Train Stop Circuit Network Issues

Ahh! I hadn't considered reading the entry signal. (I'm still quite new to circuit networks). Thanks for the tip, and I can understand the point on #1. That's why I was suspecting it might not be a bug after all. :) It would still be nice to get a signal about a train being in-station from the stop ...
by utoxin
Wed May 03, 2017 12:21 am
Forum: Not a bug
Topic: Train Stop Circuit Network Issues
Replies: 8
Views: 4483

Train Stop Circuit Network Issues

Two things about train stops and circuit networks. The first one could be a bug, although I can see arguments for it being intended, and the second one is definitely a feature request. 1. When the stop is set to read train contents, the items in the fuel slots are not included in the output signal. ...
by utoxin
Thu Apr 27, 2017 4:15 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 140122

Re: Version 0.15.0

Stupid question: I noticed that you can now place blueprints before construction robots - is there also a way to build them (semi-)automatically? Or are they just a way to 'paint' your design before you build it block by block yourself? They're just for planning purposes. It can help a LOT with spa...
by utoxin
Thu Apr 27, 2017 2:22 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 140122

Re: Version 0.15.0

Stupid question: I noticed that you can now place blueprints before construction robots - is there also a way to build them (semi-)automatically? Or are they just a way to 'paint' your design before you build it block by block yourself? They're just for planning purposes. It can help a LOT with spa...
by utoxin
Thu Apr 27, 2017 2:09 am
Forum: Modding help
Topic: Changing Build Distance from on_init
Replies: 1
Views: 1320

Re: Changing Build Distance from on_init

Okay, I kept plugging away at it, and checked the code from some other mods, and found a working solution. The only thing I'd like to improve is the 'magic number' in my final method here. Is there a way to access the actual build/reach distance values on the player object from both on_init and on_e...
by utoxin
Thu Apr 27, 2017 1:11 am
Forum: Modding help
Topic: Changing Build Distance from on_init
Replies: 1
Views: 1320

Changing Build Distance from on_init

I'm trying to help with some updates to the Long Reach mod, to make it use the new mod settings interface in the options screen. I've got the settings displaying, but I can't figure out how to affect the actual build distance or reach distance once outside the data-final-fixes stage. Is there a way ...
by utoxin
Wed Apr 26, 2017 9:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1378210

Re: Development and Discussion

Angel started rolling updates for the simpler mods. :) So hopefully the others are in progress.

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