Search found 767 matches

by ickputzdirwech
Wed Oct 14, 2020 1:01 pm
Forum: Gameplay Help
Topic: Belt Balancers: Input-balanced balancer
Replies: 6
Views: 6367

Re: Belt Balancers: Input-balanced balancer

I guess the belt above the underground belt you highlighted should point to the left.

Edited because I mixed up left and right :oops:
by ickputzdirwech
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 didnā€™t say ā€œ(Not set)ā€ in the tooltip. Turns out associated_control_input only shows the hotkey when it is set like ā€œ(Alt + B)ā€. Not very intuitive. I also coul...
by ickputzdirwech
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 wouldnā€™t jam. As for the labs you could try to...
by ickputzdirwech
Tue Oct 13, 2020 9:30 pm
Forum: Gameplay Help
Topic: How to cancel deconstruction of trees & cliffs?
Replies: 3
Views: 2895

Re: How to cancel deconstruction of trees & cliffs?

Usul wrote: ā†‘
Tue Oct 13, 2020 8:36 pm
How is it done? Tried shift+leftclick or decon planner with igonre:only trees and cliffs, but did not work. :?: 8-)
I donā€™t understand what your deconstruction planner is set to. I would suggest using an empty one and pressing shift like Loewchen suggested.
by ickputzdirwech
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 doesnā€™t have a hotkey. Really annoying. Definitely a +1

Edit: Iā€™ll add both of them to my mod when I got time this evening.
by ickputzdirwech
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.
by ickputzdirwech
Mon Oct 12, 2020 6:58 am
Forum: Ideas and Suggestions
Topic: Adding additional skins?
Replies: 19
Views: 1950

Re: Adding additional skins?

AmericanPatriot wrote: ā†‘
Sun Oct 11, 2020 4:23 pm
Why do you believe those things to be important I mean?
1. Itā€™s easier to distinguish other players in multiplayer that way.
2. If people feel attached to their character they might feel more inclined to play the game (same as when reading a good book).
by ickputzdirwech
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...
by ickputzdirwech
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...
by ickputzdirwech
Fri Oct 09, 2020 3:07 pm
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 117536

Re: German localization discussion

Siehe 87925
by ickputzdirwech
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?
by ickputzdirwech
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.
by ickputzdirwech
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 shouldnā€™t show up in the production statistics but as long as I havenā€™t 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 ...
by ickputzdirwech
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

Itā€™s 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 isnā€™t entirely consistent. For example ā€œcolorā€ (American) and ā€œlocalisedā€ (British).
by ickputzdirwech
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)

Image
by ickputzdirwech
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 canā€™t wait to play with it.
by ickputzdirwech
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

Re: [0.18.38] Missleading tooltip in shortcut menu

Klonan wrote: ā†‘
Tue Oct 06, 2020 4:35 pm
The checkbox tells you at any oppourtunity what technology it needs
That's exactly what I am complaining about ;) For the alt-mode the tooltip is way more useful since it will actually say the reason why you can't dock the shortcut to the shortcut bar.
alt mode.png
alt mode.png (117.7 KiB) Viewed 2801 times
by ickputzdirwech
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 ā€œmod-name_version.zipā€ for example ā€œMyMod_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...
by ickputzdirwech
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 donā€™t necessary need pumps in the middle of a pipeline. It really depends on the length of the pipe and ...
by ickputzdirwech
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 ...

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