Search found 459 matches

by Mr. Tact
Wed Feb 27, 2019 3:16 pm
Forum: Gameplay Help
Topic: Cant use The toolbar in 0.17
Replies: 2
Views: 1134

Re: Cant use The toolbar in 0.17

Drag and drop items onto the quickbar.
by Mr. Tact
Wed Feb 27, 2019 3:15 pm
Forum: Gameplay Help
Topic: [0.17.1] Can't modify quickbar through inventory
Replies: 12
Views: 3075

Re: [0.17.1] Can't modify quickbar through inventory

...This really wasn't much of an issue in previous versions as I recall being able to shift click (or some combination of keys and clicks) to easily send items into my quickbar... Good point, I had forgotten about that since I didn't use that capability often. But yeah, the interaction between your...
by Mr. Tact
Wed Feb 27, 2019 2:12 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36495

Re: Version 0.17.1

cybersteel8 wrote: ↑
Wed Feb 27, 2019 2:05 am
GAFAM is an acronym for the five most popular U.S. tech stocks: Google, Apple, Facebook, Amazon and Microsoft.
Huh, didn't know that one. Knew FANG -- Facebook, Apple, Netflix, Google
by Mr. Tact
Wed Feb 27, 2019 1:43 am
Forum: Gameplay Help
Topic: [0.17.1] Can't modify quickbar through inventory
Replies: 12
Views: 3075

Re: [0.17.1] Can't modify quickbar through inventory

Well, there was never a hot key to do it before, so it is not surprising there isn't one now. It is just that before the quickbar slots were also inventory slots, and now they aren't. It would seem what you really want is for the quickbar to automatically set any item you pickup into the first avail...
by Mr. Tact
Wed Feb 27, 2019 12:40 am
Forum: Gameplay Help
Topic: A failed attempt at the Introduction scenario
Replies: 10
Views: 2459

Re: A failed attempt at the Introduction scenario

ROFL. I'm guessing it isn't supposed to take two hours. Although it makes it tempting to give it a try... :mrgreen:
by Mr. Tact
Wed Feb 27, 2019 12:39 am
Forum: Gameplay Help
Topic: [0.17.1] Can't modify quickbar through inventory
Replies: 12
Views: 3075

Re: [0.17.1] Can't modify quickbar through inventory

avaspell wrote: ↑
Wed Feb 27, 2019 12:22 am
- I can't seem to find a way to add an item to my quickbar filter through my inventory.
You mean other than taking an item in your inventory and clicking it onto the quickbar?
by Mr. Tact
Wed Feb 27, 2019 12:35 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36495

Re: Version 0.17.1

1) you can't select a blueprint in a blueprint book anymore (new game without any blueprint research if that makes a difference). You used to be able to shift and scroll to select the active blueprint in a book. Now you can't. If accurate, that will be quite annoying -- shift scrolling through a bl...
by Mr. Tact
Tue Feb 26, 2019 9:45 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 245393

Re: Version 0.17.0

Man, it was weird to start a game and not immediately make a pick...
by Mr. Tact
Sun Feb 24, 2019 9:50 pm
Forum: Gameplay Help
Topic: heavy oil production problem - overflow tanks ARE NOT full
Replies: 9
Views: 4612

Re: heavy oil production problem - overflow tanks ARE NOT full

The other thing which has not been mentioned is -- are the refineries running? ie.. is the problem a shortage of oil supply?
by Mr. Tact
Fri Feb 15, 2019 5:56 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 83974

Re: Friday Facts #282 - 0.17 in sight

FatMcK wrote: ↑
Fri Feb 15, 2019 5:53 pm
Titanium smelting?

In the pictures of the blueprint libraries are several blueprints called "Titanium smelting". Could this be a hint for a new resource for 1.17? :?:
I assume it is just from a game with Bob's...
by Mr. Tact
Fri Feb 15, 2019 4:16 am
Forum: Gameplay Help
Topic: Inserter oddities
Replies: 8
Views: 2128

Re: Inserter oddities

But again, those belt turns are identical on both sides of the rail -- so why would there be such a noticeable difference?
by Mr. Tact
Thu Feb 14, 2019 4:14 pm
Forum: Gameplay Help
Topic: Inserter oddities
Replies: 8
Views: 2128

Re: Inserter oddities

Hmm, I can't visualize why that means the right side would load faster. Aren't items being provided in the same fashion to the preferred location on both sides of the rail? And shouldn't the smart loader clamp down on these issues?
by Mr. Tact
Thu Feb 14, 2019 4:04 pm
Forum: Gameplay Help
Topic: Inserter oddities
Replies: 8
Views: 2128

Inserter oddities

This is totally a matter of curiosity, not a problem. I know you can get uneven loading from inserters due to things like arm swing time next to curved belt and other variables. Could someone explain to me what the factor is in the setup below. Both sides of the station are using a smart loader setu...
by Mr. Tact
Thu Feb 07, 2019 2:18 pm
Forum: Gameplay Help
Topic: Energy surplus not stored?
Replies: 10
Views: 2964

Re: Energy surplus not stored?

The radar produces power...?
by Mr. Tact
Tue Feb 05, 2019 6:10 pm
Forum: Gameplay Help
Topic: Stoping approaching trains
Replies: 6
Views: 1467

Re: Simple Questions and Short Answers

I remember someone managed to wire up a solution to this where a walking path had gates which would not open unless the train traffic had been stopped. I looked around some to try to find it but was unsuccessful.
by Mr. Tact
Wed Jan 30, 2019 1:55 am
Forum: Gameplay Help
Topic: any ideas how to control ammo in turrets
Replies: 16
Views: 7598

Re: any ideas how to control ammo in turrets

On my current "big" base, the turret damage bonus is +240%, the ammo is +320%, + 150% shooting speed -- laser damage is +720%, speed is +220%.
by Mr. Tact
Tue Jan 29, 2019 11:16 pm
Forum: Gameplay Help
Topic: any ideas how to control ammo in turrets
Replies: 16
Views: 7598

Re: any ideas how to control ammo in turrets

astroshak wrote: ↑
Tue Jan 29, 2019 9:55 pm
For the hassle, turrets are stronger than laser turrets.
They are? Personally, I never touched normal turrets once I had laser turret production...
by Mr. Tact
Sun Jan 27, 2019 3:55 pm
Forum: Gameplay Help
Topic: Practical limits with large belt base without beacons
Replies: 7
Views: 2122

Re: Practical limits with large belt base without beacons

Mr. Tact wrote: ↑
Sun Jan 27, 2019 2:59 pm
7.2m Iron Ore an hour for 1,000 SPM sounds a bit light, I'm burning through 4.0 m Iron Ore an hour already.
Going back and looking at my base, I have been working to expand my solar farm recently, so that might account for the difference...
by Mr. Tact
Sun Jan 27, 2019 2:59 pm
Forum: Gameplay Help
Topic: Practical limits with large belt base without beacons
Replies: 7
Views: 2122

Re: Practical limits with large belt base without beacons

My main base is currently at about 450-500 SPM and I only use beacons here and there. I have them on the oil production (at both the main base and at the plastic production outpost) furnaces at my plate and green circuit production outposts blue circuit production (at both the main base and at the r...
by Mr. Tact
Fri Jan 25, 2019 5:08 pm
Forum: Gameplay Help
Topic: Map generation cu vs fe
Replies: 16
Views: 4069

Re: Map generation cu vs fe

Ah fair enough for much larger bases. I perhaps incorrectly seem to see mixed patches as a problem earlier in the game or for smaller bases, and less so with bigger/mega-bases. I suppose in the latter case I've assumed that patches would be more selectively chosen for harvesting. Shows what I know ...

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