Search found 767 matches
- Mon Apr 05, 2021 11:38 am
- Forum: Implemented Suggestions
- Topic: Deconstruction planner, with custom icon.
- Replies: 4
- Views: 1767
Re: Deconstruction planner, with custom icon.
This has been implemented. You can now customize label, description and icons of a deconstruction planner.
- Mon Apr 05, 2021 11:31 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40585
Re: A signal that contains all the entities in the construction zone that cannot be built
Same suggestion as this one: 39474
- Mon Apr 05, 2021 10:39 am
- Forum: Ideas and Suggestions
- Topic: Full Fuell Wait Condition for Trains
- Replies: 18
- Views: 4612
- Mon Apr 05, 2021 10:32 am
- Forum: Ideas and Suggestions
- Topic: Allow more filters in deconstruction planners
- Replies: 3
- Views: 793
Allow more filters in deconstruction planners
What ? Right now you can't set more than 30 filters in a deconstruction planner. I suggest to remove this restriction and instead add more rows automatically similar to how personal logistic requests work. Why ? This would allow even more universal and specific deconstruction planners. An example: ...
- Sat Apr 03, 2021 7:53 am
- Forum: Off topic
- Topic: Climate Change
- Replies: 53
- Views: 31451
Re: Climate Change
You can sometimes read that the risk of a uncontrollable accident at a nuclear power plant is something like 1 in a million years. Those numbers are clearly wrong if you look at past accidents. Why is that? The first issue is that these kind of assessments are bound to forget some possible threads. ...
- Thu Apr 01, 2021 8:21 am
- Forum: Off topic
- Topic: Climate Change
- Replies: 53
- Views: 31451
Re: Climate Change
I think the real deal is to learn how to be happier with less instead of seeking for more things. That's quite the opposite of the growth dogma and there's a long way to go:) I wholeheartedly agree with you on that one. when I read that "we can only fix this with regulatory measures" I te...
- Wed Mar 31, 2021 9:20 am
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 14
- Views: 2981
Re: Automatically equip best armor
Craft a better armor it would automatically swap it for your current armor I think this is not a good idea. Imagine you craft a power armor mk2 and it replaces your power armor. Suddenly the equipment grid is empty. Your robots don't return, you get moved by belts, have no shields etc. Pick up a co...
- Wed Mar 31, 2021 8:21 am
- Forum: Off topic
- Topic: Climate Change
- Replies: 53
- Views: 31451
Re: Climate Change
My thoughts on this matter: This is a European perspective. I want to apologise beforehand to everyone who lives in an area that doesn’t fit into the stereotype of the continent it lies in. Overpopulation is not an issue: If people talk about overpopulation they usually don’t mean densely populated ...
- Mon Mar 29, 2021 5:37 pm
- Forum: Not a bug
- Topic: [1.1.30] Can't click on "Destination full" in trains GUI
- Replies: 2
- Views: 738
Re: [1.1.30] Can't click on "Destination full" in trains GUI
Ah yes, I didn't think of multiple stations with the same name.
- Mon Mar 29, 2021 5:06 pm
- Forum: Not a bug
- Topic: [1.1.30] Can't click on "Destination full" in trains GUI
- Replies: 2
- Views: 738
[1.1.30] Can't click on "Destination full" in trains GUI
If you click on the button "Destination full ..." in the trains and train stop GUIs nothing happens. I would expect it to open the map view centred on the train stop in question. This is what it does when you click on "Waiting at ..." at least. As a side note: The station name wo...
- Mon Mar 29, 2021 4:00 pm
- Forum: Not a bug
- Topic: [1.1.30] Missing locale keys in map editor
- Replies: 1
- Views: 664
[1.1.30] Missing locale keys in map editor
The following keys are missing entity-name.cluster-nuke-explosion entity-name.nuke entity-name.uranium-cannon-explosion entity-name.nuclear-smouldering-smoke-source entity-name.atomic-fire-smoke entity-name.crash-site-explosion-smoke * entity-name.crash-site-fire-smoke * entity-name.fake-selection-b...
- Mon Mar 29, 2021 6:38 am
- Forum: Gameplay Help
- Topic: Thank you.
- Replies: 6
- Views: 1949
Re: Thank you.
While it isn’t optimal, I don’t see anything wrong with it. The signal pointed out earlier is totally fine imo. The worst that can happen at that signal is a train blocking the split before it. Trains blocking splits is in cases like this no problem at all. As long as you haven’t got significantly m...
- Mon Mar 29, 2021 6:25 am
- Forum: Minor issues
- Topic: [1.1.30] Misleading tooltip: steam engines have no max temperature
- Replies: 15
- Views: 3547
- Sat Mar 27, 2021 10:45 pm
- Forum: Ideas and Suggestions
- Topic: icon search
- Replies: 3
- Views: 1084
Re: icon search
If you search for the internal name like "iron-ore" it will bring up all the names with that icon. Downside is that you have to know the internal name, which is especially in modded games, very tricky.
- Sat Mar 27, 2021 10:39 pm
- Forum: Gameplay Help
- Topic: I lost my body (corpse)
- Replies: 5
- Views: 17505
Re: I lost my body (corpse)
Mm, it's closer'n you think, especially if you include your inventory. Ok, let's go nerd mode: With power armor MK2 you have 110 inventory slots. You can hold one more stack in your hand. The most expensive item stack is a stack of 20 portable fusion reactors, making a total of 2220. In your power ...
- Sat Mar 27, 2021 9:45 am
- Forum: Gameplay Help
- Topic: I lost my body (corpse)
- Replies: 5
- Views: 17505
Re: I lost my body (corpse)
Yeah it’s 15 minutes real life time. You can actually see the counter if you hover over the corpse. With a railway line in place you should usually be able to get everywhere in 15 minutes. If you don’t mine it in time all your items and equipment will disappear. You will probably still be a bit sad ...
- Sat Mar 27, 2021 8:53 am
- Forum: Gameplay Help
- Topic: I lost my body (corpse)
- Replies: 5
- Views: 17505
Re: I lost my body (corpse)
There is a timer of 15 Minutes. They recently added a feature that the position of your corpse will appear in the death message in the console. You can click on the coordinates and it will show a red cross on the map. Therefore update to 1.1.30 (latest stable release) if you haven’t already and it s...
- Sat Mar 27, 2021 8:41 am
- Forum: Modding help
- Topic: Localization problem
- Replies: 7
- Views: 1589
Re: Localization problem
And even though it isn’t the issue Pi-C is having: It doesn’t work for the options of string mod settings. You can’t define a localised name for them in the prototype.
(I did a mistake in my post above. I edited and it should be correct now.)
(I did a mistake in my post above. I edited and it should be correct now.)
- Thu Mar 25, 2021 6:44 pm
- Forum: Modding help
- Topic: Localization problem
- Replies: 7
- Views: 1589
Re: Localization problem
EDIT: looks like I was a bit slow :) I would guess he means string settings with allowed values like {"fluid-1", "fluid-2}. Since you can't define a localised name for the allowed values in the prototype you couldn't use [string-mod-setting] setting-name-fluid-1=__1__ setting-name-flu...
- Wed Mar 17, 2021 8:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.27] Disabling side menu leaves right_side_frame stub.
- Replies: 4
- Views: 2948
Re: [1.1.27] Disabling side menu leaves right_side_frame stub.
The same is true if you disable all mod GUI buttons in the top left corner.