Search found 122 matches
- Sat Dec 30, 2017 1:34 am
- Forum: Ideas and Suggestions
- Topic: [0.16.4]Placement Aid when drills are in-hand.
- Replies: 9
- Views: 2808
Re: [0.16.4]Placement Aid when drills are in-hand.
Yes! I would like that too. The more experienced players could get used to that (gain experience with the current state), but even they would definitely appraise it. For the newer players I feel it is almost necessary. If it will be added in like a year from now I believe that it will get similar re...
- Fri Dec 29, 2017 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.9] Save hangs system
- Replies: 15
- Views: 12265
Re: [16.9] Save hangs system
Same issue in my case. Once it autosaves it crashes. Attaching current-log and save that works. And the 'unfinished' autosave. At the same time, second, probably related bug: there are passive-provider-chests blinking that they are not in reach of roboport logistic covarage even thought they are. De...
- Sat Nov 18, 2017 9:45 pm
- Forum: Modding interface requests
- Topic: standardized energy sources for improved possibilities
- Replies: 15
- Views: 4082
Re: standardized energy sources for improved possibilities
Part of the issue with electrified rail comes in with the problem of "Multiple rail types" As someone, Rseding most likely, previously pointed out... Part of the reason why electrified rail will never happen is down to the whole issue of whether or not a train should be allowed to travel ...
- Sat Nov 18, 2017 8:14 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 5730
Re: new rail categories...
Any chance rail categories could be re-added? Not likely. If they did, it wouldn't be in any meaningful way. The entire rail system was built under the concept that there exists one rail category and that any rails in the world always interact with each other. Changing that isn't likely unless it h...
- Sat Nov 18, 2017 8:01 pm
- Forum: Modding interface requests
- Topic: Variable game tick based on location
- Replies: 0
- Views: 537
Variable game tick based on location
My question is: Can a mod affect game ticks? That is: Can I (hopefuly a future modder) acess game ticks? Can I make the game to update normaly (60 ticks/s) everyvhere and then make one chunk, or rectangle, or list of entities to simulate faster or slower? such as 90 ticks/s, 2520 ticks/s, 1 tick/s ?...
- Mon Jul 31, 2017 12:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [for 0.16] [0.15.31]Biters strugle to make base
- Replies: 1
- Views: 2658
[Oxyd] [for 0.16] [0.15.31]Biters strugle to make base
Hi, Today I was attacked by biters and after they destroyed my one trurret with one ammo they tried to make a base (or I think they tried) but they struggled to. They were near mining drills and belts (which they rided frequently). Then they just mooved back and forth for about an minute before most...
- Sat May 27, 2017 10:22 am
- Forum: News
- Topic: Friday Facts #192 - One million
- Replies: 71
- Views: 33725
Re: Friday Facts #192 - One million
Don't forget to notify us in future FFF when the second part will come out!
- Sun May 21, 2017 6:30 pm
- Forum: Not a bug
- Topic: [0.15.12] Personal Construction bots won't construct (outdistanced robots) MR
- Replies: 5
- Views: 3263
Re: [0.15.12] Personal Construction bots won't construct
Crap, I just read a post and originaly submitted this under it starting with:
"I have the same problem but it actually is a bug."
Well then, any chance that this would make it through suggestions? (if robot would take more then 10 secs then new robot will be choosen for that task) ?
"I have the same problem but it actually is a bug."
Well then, any chance that this would make it through suggestions? (if robot would take more then 10 secs then new robot will be choosen for that task) ?
- Sun May 21, 2017 5:47 pm
- Forum: Not a bug
- Topic: [0.15.12] Personal Construction bots won't construct (outdistanced robots) MR
- Replies: 5
- Views: 3263
Re: [0.15.12] Personal Construction bots won't construct
Crap, sorrry, uploaded the wrong file, ups...
There's the right one now.
There's the right one now.
- Sun May 21, 2017 5:39 pm
- Forum: Pending
- Topic: [0.15.12] Ghost Image - Inventar full
- Replies: 2
- Views: 972
Re: [0.15.12] Ghost Image - Inventar full
He probably means blueprint.
If that's so, then you cannot Q back in your inventory an item when your inventory is full. Blueprint is item like every other
If that's so, then you cannot Q back in your inventory an item when your inventory is full. Blueprint is item like every other
- Sun May 21, 2017 5:37 pm
- Forum: Not a bug
- Topic: [0.15.12] Personal Construction bots won't construct (outdistanced robots) MR
- Replies: 5
- Views: 3263
[0.15.12] Personal Construction bots won't construct (outdistanced robots) MR
Robot's wont construct fast inserter and yellow belt when I tell them to, placing one of my blueprints.
There is also curved rail to be constructed which I don't have rails for. I'm playing on the Marathon map.
It happened more times on that map and it is getting annoying.
I'm attaching save file.
There is also curved rail to be constructed which I don't have rails for. I'm playing on the Marathon map.
It happened more times on that map and it is getting annoying.
I'm attaching save file.
- Fri May 05, 2017 7:46 pm
- Forum: Duplicates
- Topic: [0.15.8] Crashes when I hover over locomotive (minor)
- Replies: 2
- Views: 625
Re: [0.15.8] Crashes when I hover over locomotive (minor)
well "hover over train crash" in advanced search didn't return any results :/
- Fri May 05, 2017 7:43 pm
- Forum: Duplicates
- Topic: [0.15.8] Crashes when I hover over locomotive (minor)
- Replies: 2
- Views: 625
[0.15.8] Crashes when I hover over locomotive (minor)
I have an autosave (made it into permanent save) that when I load and hover over locomotive I'm riding, game crashes (every time). It is not gamebreaking as I got the autosave (finally paid off that annoying cancel-action-auto-saving) and when I hover over my watter locomotive and then over the one ...
- Fri Dec 23, 2016 10:54 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 32151
Re: Friday Facts #170 - Blueprint library GUI design and redesign
What the hell is that green shi...
oh!... Yeah!... Great work!... Don't release before Albert get's back!... Don't forget him!
oh!... Yeah!... Great work!... Don't release before Albert get's back!... Don't forget him!
- Fri Nov 18, 2016 11:37 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 41466
- Wed Nov 16, 2016 9:43 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 30431
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
Hi I was off the internet recently and I have suggestion and reasons why and how the belt consumption could work: ‘free transport belt‘ (free/shitty/basic/you name it/(burner?)) We use our belts all the time, it’s a free energy-type entity and I think that this is wrong. What I suggest is to make th...
- Wed Nov 16, 2016 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 34340
Re: Poll: Offshore Pump Should Need Energy
Hi I was off the internet and I do not have much time right now but I do have an suggestion (that may have been already said) and reasons (that you may already hear) to add energy consumption to pumps: ‘Burner offshore pump‘ and ‘Electric pump‘ I believe that in new version (0.15) ‘steam engines’ wi...
- Sat Oct 08, 2016 5:58 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 95575
Re: Friday Facts #159 - Research revolution
Wow! So much changes! I just LOVE the science change as it is the biggest part of the factory, basicly, the whole factory is just about the three science packs and very little in the way of making transport belts and such things. I look forward to doing Let's play on that as I got stuck and I guess ...
- Tue Jul 19, 2016 9:26 am
- Forum: Ideas and Suggestions
- Topic: Train wagons carrying one item button
- Replies: 74
- Views: 17050
Re: Train wagons carrying one item button
What about holding a mouse wheel will restrict all items howered over with an item that is hold? That would be awesome!
- Mon Jul 18, 2016 9:26 am
- Forum: Ideas and Suggestions
- Topic: Picked up product would be added to the crafting queue
- Replies: 19
- Views: 6253
Re: Picked up product would be added to the crafting que
I see one problem. When you pick up EC, and you get the items back, your inventory might overflow { you could get two items (Fe plate and Cu wire) while there could be only one place in your inventory } That means that it would say you have full inventory (Cannot pick up one item EC, because {} ) or...