Search found 156 matches

by Ambaire
Thu Apr 27, 2017 8:24 pm
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 53
Views: 11004

Re: Do not pause game when looking at research in single player

Agree with the op. An option to disable pausing with the research window up would be good.
by Ambaire
Thu Apr 27, 2017 8:19 pm
Forum: Ideas and Suggestions
Topic: Need a priority craft hotkey
Replies: 4
Views: 953

Need a priority craft hotkey

So I've queued up a few hundred of something early game, say belts in groups of 5. And then about a third of the way in, I realize I need something of x right now. As it is, my only options are to either wait for the rest to finish crafting or spam shift-r-click a few dozen times to cancel the craft...
by Ambaire
Sun Apr 23, 2017 3:37 pm
Forum: General discussion
Topic: Green and Red wires: Why two colours?
Replies: 16
Views: 9893

Re: Green and Red wires: Why two colours?

Good idea. We do need more colors. Blue and Yellow would be nice. Or White and Black. Or both sets. More circuits for the circuit god.
by Ambaire
Mon Aug 22, 2016 1:50 pm
Forum: Resolved Problems and Bugs
Topic: [13.17] Client with 56+ mods cannot see Linux server
Replies: 11
Views: 1931

Re: [13.17] Client with 56+ mods cannot see Linux server

HanziQ wrote:Were any of you using IPv6 to connect?
Not that I'm aware of. I was just typing a standard x.x.x.x:x ipv4 address.
by Ambaire
Sat Aug 20, 2016 12:15 am
Forum: Not a bug
Topic: Pressing Q doesn't move the blueprint back to the book
Replies: 4
Views: 883

Re: Pressing Q doesn't move the blueprint back to the book

When you open a blueprint book, use a blueprint, and press Q, the blueprint is moved into your inventory instead of back to the blueprint book. Maybe this is intended behavior, but I disagree with this design choice. For example, I have a rail building book. When I want to build rails, I open the b...
by Ambaire
Fri Aug 19, 2016 6:30 pm
Forum: Resolved Problems and Bugs
Topic: [13.17] Client with 56+ mods cannot see Linux server
Replies: 11
Views: 1931

Re: [13.17] Client with 56+ mods cannot see Linux server

When the server stops responding, the clients do as well; I've just been force closing them. I will contact the server owner and will see if we can do a more prolonged test to see if the clients ever start responding again, and get the server log. There are no client logs of this that I know of, si...
by Ambaire
Fri Aug 19, 2016 3:06 pm
Forum: Resolved Problems and Bugs
Topic: [13.17] Client with 56+ mods cannot see Linux server
Replies: 11
Views: 1931

Re: [13.17] Client with 56+ mods cannot see Linux server

When the server stops responding, the clients do as well; I've just been force closing them. I will contact the server owner and will see if we can do a more prolonged test to see if the clients ever start responding again, and get the server log. There are no client logs of this that I know of, si...
by Ambaire
Fri Aug 19, 2016 2:39 pm
Forum: Resolved Problems and Bugs
Topic: [13.17] Client with 56+ mods cannot see Linux server
Replies: 11
Views: 1931

Re: [13.17] Client with 56+ mods cannot see Linux server

Please post the log of the server, if possible of a client as well. When the server stops responding, the clients do as well; I've just been force closing them. I will contact the server owner and will see if we can do a more prolonged test to see if the clients ever start responding again, and get...
by Ambaire
Fri Aug 19, 2016 2:09 pm
Forum: Resolved Problems and Bugs
Topic: [13.17] Client with 56+ mods cannot see Linux server
Replies: 11
Views: 1931

[13.17] Client with 56+ mods cannot see Linux server

For the purposes of this bug report, the word 'server' may be interpreted as 'headless server'. Back in 13.8, a bit more than a month ago, a modded server with 41 mods was hosted for a few people and it had the problem of more than 3 players not being able to connect without causing the server to lo...
by Ambaire
Sat Aug 13, 2016 1:15 am
Forum: Implemented Suggestions
Topic: [0.13] Get train content as signal from train stop
Replies: 52
Views: 20947

Re: [0.13] Get train content as signal from train stop

I would like to read each wagon contents individually. Considering wireless technology, each of 'em can broadcast the signal. New technology: Smart Train Cars. Craft a train car with an advanced circuit to make a Smart train car that interacts with a wire connected to the track below to read the co...
by Ambaire
Sat Aug 13, 2016 1:12 am
Forum: Ideas and Suggestions
Topic: Mining locomotive / rail
Replies: 8
Views: 1472

Re: Mining locomotive / rail

Just make it so if you start mining a vehicle (train, train car, etc), you can't mine anything that's not a vehicle or vehicle related until you click again. TheUnknown007, I think that's a good idea, but I would combine vehicles and normal structures. It would also be nice to have a hotkey that onl...
by Ambaire
Sat Aug 13, 2016 12:58 am
Forum: Ideas and Suggestions
Topic: [0.14] Implement Nuclear Fusion Power
Replies: 7
Views: 2577

Re: [0.14] Implement Nuclear Fusion Power

Deuterium-tritium fusion produces one helium-4 atom, and one 14.1 MeV 'fast' neutron. The neutron isn't needed for the reaction, and usually escapes . This is annoying, as it's radiation that's hard to shield against and renders what it hits more radioactive over time. However, it does mean we can ...
by Ambaire
Fri Aug 12, 2016 5:49 pm
Forum: Ideas and Suggestions
Topic: [0.14] Implement Nuclear Fusion Power
Replies: 7
Views: 2577

[0.14] Implement Nuclear Fusion Power

Kovarex in the latest dev blog said he welcomes input for what to do with nuclear power in 0.14 and this is my suggestion. I play a LOT of heavily modded minecraft and one of my favorite power producers is the Mekanism fusion reactor . It is very much an end game power source requiring an extensive ...
by Ambaire
Sat Aug 06, 2016 4:23 pm
Forum: Ideas and Suggestions
Topic: Custom terrain type generation
Replies: 1
Views: 471

Custom terrain type generation

Could we please get an option to customize terrain type generation? I'd like to create a map that's all forest or all grassland or a mix of the two and not have any desert at all. And with the new terrain experiments mentioned in FF#150, I would like to make a map that's entirely forested tundra. It...
by Ambaire
Wed Jul 13, 2016 3:47 am
Forum: Resolved Problems and Bugs
Topic: [0.13.6] Transport Belt Madness 3 express underground belts
Replies: 2
Views: 2809

Re: [0.13.6] Transport Belt Madness 3 express underground belts

One solution might be to put an assembler with lubricant supply at the back of the island.
by Ambaire
Mon Jul 11, 2016 12:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.7] Black border is generating much closer than 2000km
Replies: 2
Views: 2441

[0.13.7] Black border is generating much closer than 2000km

Per 13.7 patch notes, "Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance' I'm playing on a multiplayer server that was generated in 0.13.6 and it just updated to 13.7 today. I've been pushing the biter menace back from our mining out...

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