Search found 1498 matches

by Deadly-Bagel
Wed Mar 21, 2018 11:14 am
Forum: Ideas and Suggestions
Topic: Better looking world ?
Replies: 2
Views: 1219

Re: Better looking world ?

Mining Productivity 58 lmao that game has been running for many versions. Your cliffs are indeed very fancy - trouble is, there's a difference between procedurally generated and created manually. I understand your English isn't great so will try to make it simple. Procedurally generated is done by c...
by Deadly-Bagel
Wed Mar 21, 2018 10:51 am
Forum: Ideas and Suggestions
Topic: Save floor tile size during sessions
Replies: 9
Views: 3640

Re: Save floor tile size during sessions

Aeternus wrote:I prefer to use blueprints for it anyway - except landfill.
Deconstruction Planner idea - mark water for "removal" (fill with Landfill) =D
by Deadly-Bagel
Wed Mar 21, 2018 10:42 am
Forum: General discussion
Topic: Loaders?
Replies: 69
Views: 36476

Re: Loaders?

I've been using belt loaders to test beaconed setups, just make sure that the "belt" side is pointing at the belt, and the other side is pointing at the chest! To load into a chest you need to put it down the wrong way, then rotate it (like an Underground Belt). Personally the problem for ...
by Deadly-Bagel
Wed Mar 21, 2018 9:39 am
Forum: General discussion
Topic: Let's Talk about the Bitters A.I
Replies: 5
Views: 3012

Re: Let's Talk about the Bitters A.I

By definition they need to be pretty stupid. At any one time there can be thousands of them on the map and hundreds on an assault path, so to keep processing to a minimum they have very basic AI. Lots of people want them smarter but they aren't the main attraction of the game, to me they're just a r...
by Deadly-Bagel
Tue Mar 20, 2018 11:13 am
Forum: Gameplay Help
Topic: Power poles self-destruct on their own in .15?
Replies: 23
Views: 6876

Re: Power poles self-destruct on their own in .15?

The only thing I can think is to build massive solar panels at every mining site and then a turreted wall around it. And that's gonna take forever if I do it every time I move my mining drills... Not really. Yes really. He's talking about setting up an outpost, deconstructing it is the easy bit. Be...
by Deadly-Bagel
Tue Mar 20, 2018 10:39 am
Forum: Ideas and Suggestions
Topic: Use nuclear product for Portable Fusion Reactor
Replies: 32
Views: 9446

Re: Use nuclear product for Portable Fusion Reactor

I'd have a specific charging module though, maybe multiple tiers of them. Otherwise you just get "all the power you could ever need" for yourself without doing anything for it. If it needs restricting, just limit the amount of power each tier of armour can pull. Say that Modular Armour ca...
by Deadly-Bagel
Mon Mar 19, 2018 11:04 pm
Forum: Not a bug
Topic: [Twinsen] Ore Availability
Replies: 4
Views: 1490

Re: [Twinsen] Ore Availability

Far apart, sure, but I'd still expect it to be a bit more balanced with the similarly-consumed Iron Ore on the same setting. And some randomness is to be expected, but not a range of nearly 7,000%. That big patch of 77mill Copper was at -1100 / -550 which just about balances the numbers, but just a ...
by Deadly-Bagel
Mon Mar 19, 2018 9:59 am
Forum: Ideas and Suggestions
Topic: Buffing Belts: Hacked Lane-Balancing Splitters
Replies: 2
Views: 1132

Re: Buffing Belts: Hacked Lane-Balancing Splitters

There are a ton of different lane balancer designs but they're all bulky and require 2 splitters. Just a tickbox "balance lanes" in the Splitter menu would be good - I mean we got the "Smart Splitter" so this is logically the next step.
by Deadly-Bagel
Mon Mar 19, 2018 9:53 am
Forum: Ideas and Suggestions
Topic: Use nuclear product for Portable Fusion Reactor
Replies: 32
Views: 9446

Re: Use nuclear product for Portable Fusion Reactor

Yeah Solar Panels are totally useless, I tried using them once just for Construction Robots (when they made Modular Armour cheaper) and maybe 80% of the time it was loads quicker to "mine" them out of the air. IMO they should be removed entirely, replace them with the ability to charge fro...
by Deadly-Bagel
Mon Mar 19, 2018 9:41 am
Forum: Ideas and Suggestions
Topic: Inserters
Replies: 27
Views: 6085

Re: Inserters

Still, makes more sense for me that Inserters should drop items off on the closest lane but all in all it doesn't really make much of a difference. Would make sideloading mid-way along a furnace or assembler line a bit easier, and very slightly improve the speed of dropping items onto belts. Aside f...
by Deadly-Bagel
Sat Mar 17, 2018 11:53 pm
Forum: Not a bug
Topic: [Twinsen] Ore Availability
Replies: 4
Views: 1490

Re: [Twinsen] Ore Availability

I used a command to explore further out and there are eventually some decent deposits (one something like 80 million) but I have to go pretty far for them, I don't particularly mind in general but for the start of the game before you get bots it's a long way to manually lay rails. There is also next...
by Deadly-Bagel
Sat Mar 17, 2018 11:26 pm
Forum: Not a bug
Topic: [Twinsen] Ore Availability
Replies: 4
Views: 1490

[Twinsen] Ore Availability

This is seriously bordering from "balancing" to "bug" and tbh I wasn't going to create a topic but came across this post : I would be interested to know the exact problems you have with the new map generation. Please give me map exchange strings. So as requested: >>>eNpjYBBgkGNgZ...
by Deadly-Bagel
Wed Mar 14, 2018 11:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.30] Re-Applying Blueprint Inverts Machines
Replies: 2
Views: 2436

[0.16.30] Re-Applying Blueprint Inverts Machines

Load the attached game, there's a blueprint in the Quickbar, drop it over the existing machines/ghosts - doesn't matter if normal click or shift-click - the ghosts remain as-is, but the machines that I've placed are rotated 180 degrees. I think this is because the original blueprint was the other wa...
by Deadly-Bagel
Fri Mar 09, 2018 3:45 pm
Forum: General discussion
Topic: High VRAM demand but in fact verly low GPU requirements
Replies: 23
Views: 10569

Re: High VRAM demand but in fact verly low GPU requirements

Also, please don't buy laptop to play games :( it's just trouble ... from power and cooling issues, to driver problems, because every laptop with dedicated GPU has some technology for switching between integrated and dedicated GPU, which requires drivers from two graphics vendors to cooperate on so...
by Deadly-Bagel
Fri Mar 09, 2018 3:34 pm
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 25231

Re: Version 0.16.28

Yeah, that's... basically wrong on every count, not least of which users know this is a beta and I think we are much happier getting earlier updates than 100% reliability (instead of 99.5%). I work with developers. This week they did a "bugfix" and I thought, hmm, I don't think that works ...
by Deadly-Bagel
Mon Mar 05, 2018 3:18 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501060

Re: Simple Questions and Short Answers

Shift+Click the item in the crafting queue, just tested clearing out 1.2k Copper Wire.
by Deadly-Bagel
Fri Mar 02, 2018 5:01 pm
Forum: Balancing
Topic: [0.16.1] Artillery shells stack size = 1
Replies: 27
Views: 14790

Re: [0.16.1] Artillery shells stack size = 1

This basically tells me Shells should have at least a stack size of 5. I get it, they're huge, but cannon shells are no small item either, why should they stack to 200? My mod changed artillery shells to stack to 20, and increased the capacity of the turret to 50. but I agree that the artillery wag...
by Deadly-Bagel
Fri Mar 02, 2018 4:35 pm
Forum: Technical Help
Topic: Multiplayer Desync. How do I know if it's a mod?
Replies: 3
Views: 1445

Re: Multiplayer Desync. How do I know if it's a mod?

From log file:
- 0.282 Loading mod base 0.16.22 (data.lua)

From post:
- 0.282 Loading mod base 0.16.27 (data.lua)

???
by Deadly-Bagel
Fri Mar 02, 2018 4:30 pm
Forum: Implemented Suggestions
Topic: indicator for mines that ran out of deposits
Replies: 55
Views: 28702

Re: Depleted mines: Status icon

Wire up the belts in front of the Inserters, plus a few leading up, and connect that to the speaker to alarm when ([All] = 0).

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