Search found 122 matches
- Sat Oct 06, 2018 4:21 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 25597
Re: Friday Facts #263 - Trains in blueprints
FINALLY blueprintable trains, schedules and hopefully wagon filters! <3
- Fri Sep 28, 2018 4:51 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 34868
Re: Friday Facts #262 - Hello my name is: Compilatron
This sounds awesome.
Could you make it a slow and stupid helper unit, that you can for example tell to "stand here and slowly mine that coal and bring it to a building", and/or make it a slow construction-bot
Could you make it a slow and stupid helper unit, that you can for example tell to "stand here and slowly mine that coal and bring it to a building", and/or make it a slow construction-bot
- Sun Aug 19, 2018 8:39 pm
- Forum: Won't fix.
- Topic: [0.16.51] Production stats issues
- Replies: 1
- Views: 742
[0.16.51] Production stats issues
The stats-nazi is back. With another production stat issue. :) Items with quantities (for example repair-packs) are not correctly counted as consumed, when stacks are merged and items are consumed as a result of that. just handcrafted 100 repair packs. screen-4.png split into two 50 stacks - It does...
- Fri Jun 15, 2018 7:17 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 79330
Re: Version 0.16.51
Graphics Changed the battery item icon to be more consistent with the technology icon. I wonder if this is code for "Duracell sent us a nasty passive-aggressive Cease & Desist letter to stop using their battery livery/logo/signamancy." haha, im not the only one, who thinks that. why e...
- Wed May 16, 2018 1:41 am
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 4062
Prod3 in mid/late-game science-pack production?
Am I the only one, who considers using Prod3 Modules in science pack production before launching the first few rockets? At least it seems that noone else seems to use prod3 mods in science, at least noone, who posts their setups online at the stage of still having belts and only at around 1 science/...
- Sat Mar 24, 2018 9:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][for 0.17][0.16.34] FPS drop in map view zoomed at gun/laser turrets
- Replies: 10
- Views: 4959
Re: [0.16.34] FPS drop in map view zoomed at gun/laser turrets
The issue is, with "show turret range" enabled. if you disable that, everything is fine.
- Mon Mar 12, 2018 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.28] Loss of inventory slot filters
- Replies: 12
- Views: 4503
Re: [Dominik][0.16.28] Loss of inventory slot filters
Consider to make the player blueprintable or a way to export settings, including autotrash, requests and filters.
At least my filters are pretty the same on all games I play, so a way to easily copy the settings across savegames would be cool and would practically solve this problem.
At least my filters are pretty the same on all games I play, so a way to easily copy the settings across savegames would be cool and would practically solve this problem.
- Wed Mar 07, 2018 10:41 pm
- Forum: Not a bug
- Topic: [16.28] Production stats seem incorrect
- Replies: 6
- Views: 1389
Re: [16.28] Production stats seem incorrect
It wont even increment the consume substatsion-3 counter, if i handcraft "substation mk3" and when finished, i handcraft "substatsion mk4"
- Wed Mar 07, 2018 10:35 pm
- Forum: Not a bug
- Topic: [16.28] Production stats seem incorrect
- Replies: 6
- Views: 1389
Re: [16.28] Production stats seem incorrect
Thanks for the report. Exactly what items are you expecting to be in the production/consumption stats that aren't and what method are you expecting them to get into those stats? Hand crafting/assembling machine/other ? If hand crafting, intermediate products crafted and then immediately consumed by...
- Wed Mar 07, 2018 9:13 pm
- Forum: Not a bug
- Topic: [16.28] Production stats seem incorrect
- Replies: 6
- Views: 1389
[16.28] Production stats seem incorrect
I wanted to watch a little more accurate production stats than the highly rounded ones, you get in the Production overview ('p') (which would be a separate feature enhancement request: show the exact counts as mouse-over-popup ;) Anyway. I used this code, to print all my production stats: /measured-...
- Sat Feb 17, 2018 4:29 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 40897
Re: Version 0.16.24
I think there are a lot of phantasms about the EU law, it's about personal data and only the full path could be considered like some. This is plain wrong. If you upload something which contains data that can be fingerprinted to a person, that upload has to be considered personal data. Once its uplo...
- Fri Feb 16, 2018 2:31 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 40897
Re: Version 0.16.24
Minor Features When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu. Unless you remove all paths, mod lists and hardware/software information, accidentally collected information and dont store IP adresses, this will be illegal in the EU with Ma...
- Mon Feb 05, 2018 4:26 pm
- Forum: Technical Help
- Topic: [16.22] is the requester chest missing checkboxes?
- Replies: 1
- Views: 508
[16.22] is the requester chest missing checkboxes?
Just updated to 16.22 and I am missing the source-checkboxes on requester chests. Where did the checkboxes for "request from storage chests" and "request from provider chests" has gone to? It now only shows "request from buffer chests"... Is it no longer possible to onl...
- Fri Feb 02, 2018 1:04 pm
- Forum: Duplicates
- Topic: [16.20] Artillary shell-requires optional tech
- Replies: 1
- Views: 491
[16.20] Artillary shell-requires optional tech
Im totally not a fan of tanks and cars, therefore I dont research them, normally. Seems like Artillary can be researched without having to go for tanks and cars first. The problem is: You need tanks researched in order to be able to craft cannon shell which is needed for artillary shell. Unsure, if ...
- Mon Jan 29, 2018 7:21 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 77823
Re: 0.16 Map generation Feedback
Been restarting/regenerating for like 4 hours+ straight now. (edit: like 6 by now) Then I wrote this post and gave up and went back to doing work stuff... All I want are Continents: BIG homogenous bodies of Water and BIG homogenous bodies of land - not a swamp/mix. It seems, 0.16.20 just wont do tha...
- Thu Jan 25, 2018 12:43 am
- Forum: Won't fix.
- Topic: [16.18] preview incomplete
- Replies: 1
- Views: 738
[16.18] preview incomplete
I have set everything to Graphics related to minimum, low, where possible - its a fresh 0.16.18 win "installation"/zip-extraction. Still my (auto)save dont seem to generate a full screenshot... Its black in the save/....zip:preview.png file.... I know its not the most 1337-gaming-laptop ou...
- Wed Jan 17, 2018 11:08 pm
- Forum: Ideas and Suggestions
- Topic: [API/Mods/Console/...] Rename "force" to "faction"
- Replies: 2
- Views: 489
[API/Mods/Console/...] Rename "force" to "faction"
I would like to suggest to rename "force" to "faction" all over the place. why? many people tend to think "force" means "-f", "just do it anyway". I have seen that in some scripting discussions where people tried to place an entity, using "force...
- Tue Jan 02, 2018 8:13 pm
- Forum: Not a bug
- Topic: [16.12] Passive Provider Chest provides before Storage Chest
- Replies: 12
- Views: 2959
Re: [16.12] Passive Provider Chest provides before Storage Chest
This feels like "Not a bug". Storage chests and provider chests have same priority in providing stuff, so if passive provider is more convinient for construction, it will be used.. This was definitely not the case in 0.15. If both had the same priority, my waste disposal systems would not...
- Mon Nov 06, 2017 12:35 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 30799
Re: Friday Facts #215 - Multithreading issues
Try this: Split the map into segments of chunks - like 32*32 chunks is a segment - there will be some size where the overhead outweights the benefits: to small segment: too much overhead, too big segment: no improvement. Make a thread do all the update work for one segment - basically do what the ma...
- Mon Oct 16, 2017 8:06 pm
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 26344
Re: kovarex enrichment science FAR too cheap
thats exactly, what I was thinking before trying and thats why I propose the cost increase. as it turned out you totally dont need kovarex for power generation alone - its not meh, its totally irelevant - as long as you dont want nukes. 6 centrifuges without any mods for uranium ore processing and y...