I guess the belt above the underground belt you highlighted should point to the left.
Edited because I mixed up left and right
Search found 767 matches
- Wed Oct 14, 2020 1:01 pm
- Forum: Gameplay Help
- Topic: Belt Balancers: Input-balanced balancer
- Replies: 6
- Views: 6367
- Wed Oct 14, 2020 9:19 am
- Forum: Ideas and Suggestions
- Topic: Add a hotkey for blueprint string import
- Replies: 8
- Views: 2432
Re: Add a hotkey for blueprint string import
Actually, blueprint books do have the ability to set a hotkey, it's just unset by default: Damn, I always assumed there was none, since it didnāt say ā(Not set)ā in the tooltip. Turns out associated_control_input only shows the hotkey when it is set like ā(Alt + B)ā. Not very intuitive. I also coul...
- Wed Oct 14, 2020 8:18 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Train based direct insertion challenge
- Replies: 42
- Views: 19986
Re: Train based direct insertion challenge
How about using only one machine per wagon? This would certainly fix this issue. In order to keep the production at a decent speed you could place beacons in between. Each assembler could be hit by four beacons. Not a very nice solution but it certainly wouldnāt jam. As for the labs you could try to...
- Tue Oct 13, 2020 9:30 pm
- Forum: Gameplay Help
- Topic: How to cancel deconstruction of trees & cliffs?
- Replies: 3
- Views: 2895
- Tue Oct 13, 2020 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Add a hotkey for blueprint string import
- Replies: 8
- Views: 2432
Re: Add a hotkey for blueprint string import
Blueprint book also doesnāt have a hotkey. Really annoying. Definitely a +1
Edit: Iāll add both of them to my mod when I got time this evening.
Edit: Iāll add both of them to my mod when I got time this evening.
- Tue Oct 13, 2020 11:17 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.0.0] 'show-recipe-icons-on-map' debug option displays recipes in unexplored areas
- Replies: 6
- Views: 1162
Re: [1.0.0] 'show-recipe-icons-on-map' debug option displays recipes in unexplored areas
There seems to be something in the making for 1.1.0 regarding this topic. Check out upcoming features on the wiki.
- Mon Oct 12, 2020 6:58 am
- Forum: Ideas and Suggestions
- Topic: Adding additional skins?
- Replies: 19
- Views: 1950
Re: Adding additional skins?
1. Itās easier to distinguish other players in multiplayer that way.AmericanPatriot wrote: āSun Oct 11, 2020 4:23 pmWhy do you believe those things to be important I mean?
2. If people feel attached to their character they might feel more inclined to play the game (same as when reading a good book).
- Sun Oct 11, 2020 7:30 am
- Forum: Ideas and Suggestions
- Topic: Adding additional skins?
- Replies: 19
- Views: 1950
Re: Adding additional skins?
I think in general it is quite important that you can somehow personalise your skin/character. Why do you believe this to be important? For the reasons stated above. (And now below as well:) 1. To make it distinguishable from other characters. 2. The player feels more attached to the character (bec...
- Sun Oct 11, 2020 1:22 am
- Forum: Ideas and Suggestions
- Topic: Adding additional skins?
- Replies: 19
- Views: 1950
Re: Adding additional skins?
For the same reasons why you can already change the color of your character. 1. To make it distinguishable from other characters. 2. The player feels more attached to the character (because it better represents himself). I am fine with just being able to change the color but I understand why some pe...
- Fri Oct 09, 2020 3:07 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 117536
- Fri Oct 09, 2020 10:59 am
- Forum: Mods
- Topic: [Mod Request or Search] mod to insert just 1 single piece of equipment into a vehicle
- Replies: 3
- Views: 995
Re: [Mod Request or Search] mod to insert just 1 single piece of equipment into a vehicle
I am curios: If you make a blueprint of a train with an equipment grid, will the equipment be part of the blueprint?
- Fri Oct 09, 2020 10:57 am
- Forum: Not a bug
- Topic: [1.0.0] Byproducts don't appear in statistics
- Replies: 12
- Views: 3519
Re: [1.0.0] Byproducts don't appear in statistics
Wouldn't it be possible to add that flag without changing what catalyst_amount does? Then mods wouldn't break.
- Fri Oct 09, 2020 10:27 am
- Forum: Not a bug
- Topic: [1.0.0] Byproducts don't appear in statistics
- Replies: 12
- Views: 3519
Re: [1.0.0] Byproducts don't appear in statistics
Catalysts shouldnāt show up in the production statistics but as long as I havenāt overlooked anything in this thread (and all the linked ones) nobody wants that. The following quote from bobingabout sums up pretty well what is needed here: I'm using the same tag for something different, the product ...
- Fri Oct 09, 2020 9:45 am
- Forum: Modding help
- Topic: [Solved] Item localized desc with startup setting variable
- Replies: 5
- Views: 1369
Re: Item localized desc with startup setting variable
Itās probably not the first time this is mentioned but you have to be careful how you write certain words (just copy paste them to be sure) since the used dialect isnāt entirely consistent. For example ācolorā (American) and ālocalisedā (British).
- Fri Oct 09, 2020 9:04 am
- Forum: Ideas and Suggestions
- Topic: Make map pollution color scale with most polluted chunk.
- Replies: 5
- Views: 579
Re: Make map pollution color scale with most polluted chunk.
How about different colors like in weather maps? Yellow and/or orange for low pollution, red for high pollution and purple for the highest pollution. (I just took one of the first images I found)
- Fri Oct 09, 2020 8:52 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 83587
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I was hyped for 1.1 already. Now I am more hyped for it than I was for 1.0! The limit trains feature is huge. I canāt wait to play with it.
- Tue Oct 06, 2020 10:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.18.38] Missleading tooltip in shortcut menu
- Replies: 3
- Views: 2917
- Tue Oct 06, 2020 8:35 am
- Forum: Questions, reviews and ratings
- Topic: How to correctly compress the mod folder to a zip file?
- Replies: 1
- Views: 756
Re: How to correctly compress the mod folder to a zip file?
Is the zip folder named āmod-name_version.zipā for example āMyMod_1.0.0.zipā? And how many sub-folders do you have? If you open the zip there should be one folder and if you open that there should be all the info and data files inside it. I never tried loading a mod in a normal folder. I am surprise...
- Tue Oct 06, 2020 8:25 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 507478
Re: Simple Questions and Short Answers
The most important thing is that you separate the storage tanks from the pipes with pumps (imo on both sides of the tank). And I would only put storage tanks right behind the production area. You donāt necessary need pumps in the middle of a pipeline. It really depends on the length of the pipe and ...
- Mon Oct 05, 2020 4:10 pm
- Forum: Not a bug
- Topic: [1.0.0] Flat character gui
- Replies: 5
- Views: 618
Re: [1.0.0] Flat character gui
Well I agree with you that this could be intentional, but then the description of the setting is misleading. Crafting and logistics/character info are laid out next to each other as opposed to being under alternative tabs. This implies that instead of one tab you will have two visible. Crafting and ...