Already discussed elsewhere:
[Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Version 0.16.7
Friday Facts #222 - Christmas avalanche
Search found 212 matches
- Fri Dec 22, 2017 11:38 pm
- Forum: General discussion
- Topic: 0.16.7 Fluid wagons - why
- Replies: 4
- Views: 1980
- Fri Dec 22, 2017 7:21 pm
- Forum: Duplicates
- Topic: Map generates without water
- Replies: 2
- Views: 1214
Re: Map generates without water
It seems to be a bit more common in the new map generator. Either crank up the amount of water or reroll your map a couple of times.
- Fri Dec 22, 2017 6:42 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 67224
Re: Version 0.16.7
Adding some thought to why the fluid wagon wasn't intuitive to have it configurable: In a 2-1 or 1-2 configuration the wagon isn't symmetrical Symmetry is only a (small?) issue if you use single track rails with bidirectional trains. My trains only go forward, there is only one orientation. The mai...
- Fri Dec 22, 2017 5:52 pm
- Forum: Ideas and Suggestions
- Topic: More ore types, Chemistry, weapons
- Replies: 2
- Views: 1115
Re: More ore types, Chemistry, weapons
Check the Angel and Bobs mod packs. They do stuff like this.
- Fri Dec 22, 2017 3:38 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 67224
Re: Version 0.16.7
I always viewed the separate tanks in the fluid wagons as a logical equivalent of item filters in cargo wagons. It provides a simple way to do more with a single wagon and thus a more flexible solution for the smaller scale. The fact that this could be done was a bit surprising at first, but great a...
- Fri Dec 22, 2017 12:44 pm
- Forum: Balancing
- Topic: Blue science is too hard to get
- Replies: 42
- Views: 25174
Re: Blue science is too hard to get
Blue science really is the point in the game where you need to take automation serious. You can play around with red and green but no longer with blue. Roughly you need to take the following steps for the science packs: Red : Copper & Ore smelting Green : Green Circuits & Automation 2 Milita...
- Mon Dec 18, 2017 5:30 pm
- Forum: Ideas and Suggestions
- Topic: Belt buffer device
- Replies: 13
- Views: 5238
Re: Belt buffer device
So essentially it would be a chest, an unloader and a circuit condition. Sounds like an idea for a mod, but I don't think it really adds to vanilla. I think it is a good idea to give the community some time to adapt to the loss of compression tricks before rushing out all kinds of specific solutions...
- Mon Dec 18, 2017 5:20 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 56
- Views: 15576
Re: Burner inserter fuel bonus
I see little reason why not to do this. It is consistent with behaviour in vehicles and does not break anything. If anything it makes burner inserters more viable in the late game.
- Mon Dec 18, 2017 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Only replace different belt types if they are the same tier
- Replies: 14
- Views: 4906
Re: Only replace different belt types if they are the same tier
Yes, I was thinking the same. It is very easy to accidentally wipe your setup now.
I was thinking that belts should maybe not replace splitters and undergrounds while splitters and undergrounds would replace belts.
Replacing them only based on direction is an interesting idea.
I was thinking that belts should maybe not replace splitters and undergrounds while splitters and undergrounds would replace belts.
Replacing them only based on direction is an interesting idea.
- Mon Dec 18, 2017 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Elevated Belts and Bridges
- Replies: 2
- Views: 1459
Re: Elevated Belts and Bridges
I am not sure what problem this would solve. Underground belts can already easily transport "up" or "down" a cliff. Cliffs do not really exist in the game, i.e. there is no actual height implemented. These are just walls that create the illusion of a cliff.
- Mon Dec 18, 2017 8:30 am
- Forum: Ideas and Suggestions
- Topic: [0.16.4]Placement Aid when drills are in-hand.
- Replies: 9
- Views: 3116
Re: [0.16.4]Placement Aid when drills are in-hand.
Or they could just fix the graphics such that it isn't so hard to see.
- Sun Dec 17, 2017 2:00 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another green cells build :)
- Replies: 43
- Views: 70579
Re: Yet another green cells build :)
A slight variation on the almost stereotypical early game build aimed at simplicity.