Search found 1498 matches
- 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...
- 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
Deconstruction Planner idea - mark water for "removal" (fill with Landfill) =DAeternus wrote:I prefer to use blueprints for it anyway - except landfill.
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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...
- Thu Mar 15, 2018 12:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.30] Re-Applying Blueprint Inverts Machines
- Replies: 2
- Views: 2436
Re: [0.16.30] Re-Applying Blueprint Inverts Machines
Do you guys actually sleep? =P
- 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...
- 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...
- 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 ...
- 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.
- 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...
- 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)
???
- 0.282 Loading mod base 0.16.22 (data.lua)
From post:
- 0.282 Loading mod base 0.16.27 (data.lua)
???
- 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).