Search found 214 matches
- Wed Aug 21, 2019 8:24 pm
- Forum: Not a bug
- Topic: Character Logistics Slots
- Replies: 3
- Views: 1237
Character Logistics Slots
This may be a bug and may of been reported, but I did notice this as an inconsistency. Current research for Character Logistics Slots (CLS) as of version 0.17.66 CSL-1 50 Automation, Logistics, Chemical CSL-2 75 Automation, Logistics, Chemical CLS-3 150 Automation, Logistics, Chemical CLS-4 150 Auto...
- Sun Aug 18, 2019 6:36 pm
- Forum: News
- Topic: Friday Facts #308 - Not stable quite yet
- Replies: 29
- Views: 14526
Re: Friday Facts #308 - Not stable quite yet
"Boskid Radar" since it can can for bugs or "Boskid Repair Kit" I'm partial to "Boskid Radar", since it can help identify the location of the bugs, but does nothing to fix the. Requires outside intervention, i.e. someone else has to go out and eliminate them. Hiladdar
- Sat Aug 10, 2019 7:23 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 226306
Re: Friday Facts #305 - The Oil Changes
... If anything, I thought there was more of a wall _after_ blue/grey science. My first iron patch ran out, so I had to train it in from farther away. Oil deposit was also a few seconds drive away, so now I'm running 3 separated bases, and I'm tired of repairing the turrets, while the biters and sp...
- Sat Aug 10, 2019 7:16 pm
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 31784
Re: Friday Facts #307 - 0.17 stable candidate
Based on my non-employee understanding of the game, I do not see how internally changing fluids moving through entities would even be contentious as the oil refining and logistic/construction bots were when they were changed in 0.17.60. What I see happening when the new fluid mechanics come come out...
- Fri Aug 09, 2019 6:07 pm
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 31784
Re: Friday Facts #307 - 0.17 stable candidate
About time and CONGRADULATIONS!
- Thu Aug 08, 2019 7:56 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 226306
Re: Friday Facts #305 - The Oil Changes
oh what a wonderful way to put that it changes your experience. I've read all comments to that effect. I'll acknowledge that figuring out multiple outputs on one building is rewarding, but it mystifies me that you guys need to preserve that particular experience so well that you'll argue for weeks ...
- Sun Aug 04, 2019 4:43 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 226306
Re: Friday Facts #305 - The Oil Changes
Regarding your post, Zeka, I think you bring up a very good point, and I concur with your analysis. The 0.17.60 changes to oil and the changes to chemical science packs have a high probability of necessitating another base-breaking patch, i.e. one that requires dramatic changes to ratios or producti...
- Wed Jul 31, 2019 5:15 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 113426
Re: Version 0.17.60
Regarding Steam release / play and this release I personally do not like Steam's model, particularity for storing save games in a cloud. Although it is nice if you play on different computers is becomes a real pain trying to load in a 100M+ map, and post changes to a 100M+ map on a slower internet c...
- Tue Jul 30, 2019 7:00 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 113426
Re: Version 0.17.60
Regarding the major changes: Basic oil processing produces only Petroleum gas, for more streamlined oil setup in the beginning. Chemical science pack requires Sulfur instead of Solid fuel. Rocket fuel requires light oil. Although I am not against the changes, I am against having them introduced in 0...
- Sun Jul 28, 2019 9:09 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 226306
Re: Friday Facts #305 - The Oil Changes
MY USUAL PLAYTHROUGH For me in Vanilla, the game starts as follows: 1. Lay down starter base, with 1-2 labs and half yellow belt of copper / iron plates. For that, I usually have 3 copper 10 iron, and 1 steel smelters. If I get backed up, not an issue. I also allocate room for up to 160 boilers. 2....
- Sat Jul 27, 2019 5:21 pm
- Forum: Releases
- Topic: Version 0.17.59
- Replies: 73
- Views: 39433
Re: Version 0.17.59
First off, I am happy with the pause on implementing the oil changes in this .59. Personally, I would like to see a warning, specifically for oil if there is a back up and no room to store heavy / light oil until fracking is researched and set up. The way I solve this problem is set up 100k overflow...
- Fri Jul 26, 2019 6:34 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 226306
Re: Friday Facts #305 - The Oil Changes
First off regarding oil processing, my opinion this new set of recommendations is has a one good recommendation, and a few small improvements, as far as the rest, it is mostly like rearranging the deck chairs on the Titanic, does nothing to address the real problem, the iceberg which in this case is...
- Sat Jul 20, 2019 6:30 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 168806
Re: Friday Facts #304 - Small bugs; Big changes
In some ways I like the changes to oil processing, in other ways, I do not. Currently basic oil processing produces 30-30-40 heavy-light-petrol and advanced produces 10-45-55. Negative, is that this may break a large number of maps, mostly mid game maps. Also in .17 there is not enough heavy oil and...
- Mon Jul 01, 2019 7:50 pm
- Forum: Modding help
- Topic: energy-consumption-multiplier for a recipe
- Replies: 20
- Views: 1928
Re: energy-consumption-multiplier for a recipe
The property "energy_usage" determines how much energy needed to operate the machine and is the property that needs to be focused on. That can be set at the time the entity is defined. Another way to look at this challenge might be to create a second set of assembly machines for your modul...
- Tue Jun 18, 2019 7:52 pm
- Forum: Modding help
- Topic: Tiberium mod for 0.17
- Replies: 3
- Views: 1843
Re: Tiberium mod for 0.17
Spawners and bugs already do something similar, expand. It just would be a new type of entity that increases in size and mass that can be mined, and as it grows, it can destroy player made constructs. Implementation of how the new ore will spread can be modeled on how pollution spreads. Rather then ...
- Sat Jun 08, 2019 3:49 am
- Forum: Releases
- Topic: Version 0.17.47
- Replies: 26
- Views: 17985
Re: Version 0.17.47
I have the game crashing a few seconds after loading in a save file.
Bug post made: viewtopic.php?f=7&t=71737
I did some testing, and new games do not appear to have that issue.
Hiladdar
Bug post made: viewtopic.php?f=7&t=71737
I did some testing, and new games do not appear to have that issue.
Hiladdar
- Sat Jun 08, 2019 3:46 am
- Forum: Duplicates
- Topic: Crash upon loading a saved game into 17.47
- Replies: 1
- Views: 1222
Crash upon loading a saved game into 17.47
I upgraded from 0.17.45 to 0.17.47. A few seconds after loading the save game caused the game write a log file and crash. Attached is the log file documenting the crash starting around line 204, as well 3 zip file, 2 local modifications to a mods I run in in an open folder (BlackMarket and Gizmo_Car...
- Fri Jun 07, 2019 6:01 pm
- Forum: Releases
- Topic: Version 0.17.47
- Replies: 26
- Views: 17985
Re: Version 0.17.47
I have not yet patched to .46 or .47, but would I think the issue Airat900 references, is as a result of the following change in .46 specifically going from 32x32 bit icon to 64x64 drawn on the belt: Added new higher resolution icons for resource ores with randomized variations when drawn on belts. ...
- Sat Jun 01, 2019 5:31 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 44115
Re: Friday Facts #297 - New resource icons
Advantages and disadvantages of the new ore icons. They look great is great advantage. But, the player ability to identify an uncompressed belt is a disadvantage. This is due to the randomization of the display of the raw ore. If you have on the belt two large sized chunks of ore next to each other,...
- Sun May 19, 2019 5:50 pm
- Forum: Modding help
- Topic: [Done] Evolution Factors Display
- Replies: 15
- Views: 9227
Re: Evolution Factors Display
Console command of /evolution gives you that information. So probably a rather sort of mod that performs performs this console command say once every 60+ ticks, stores the result in variable, and displays the result someplace on the screen, similar to how some of the clock based mods which display t...