Search found 13 matches
- Thu Feb 28, 2019 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
- Replies: 32
- Views: 7992
Re: Allow us to copy recipes onto ghosts
No, I mean if you place a ghost (like when you run out of assemblers with the new ghost option checked, or just shift click a ghost) it won't have a recipe, and you cannot set the recipe until the assembler is placed. I ask that recipes can be shift clicked over to ghosts, like the green science ass...
- Wed Feb 27, 2019 12:06 am
- Forum: Ideas and Suggestions
- Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
- Replies: 32
- Views: 7992
Allow us to copy recipes onto ghosts
TL;DR When we place ghost buildings such as assemblers, we can't set their recipe until they are placed. What ? This is pretty simple I think https://i.imgur.com/aJDP4Ec.jpg Allowing us to use the shift-right/left clicking to copy recipes would be very handy! Why ? Seems common-sense to me; I hones...
- Sat Apr 29, 2017 2:11 pm
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 27428
Red/Green Wire Tools
I would like to see the Red Wire and Green Wire recipes/items removed, and replaced with a Red Wire Tool and a Green Wire Tool. Since red/green wire is basically added for free via blueprints, I suggest we just take the next step and remove the cost entirely. Plus, it's not refunded when deconstruct...
- Fri Aug 12, 2016 4:02 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 93294
Re: Friday facts #151 - The plans for 0.14
This has been my idea for Nuclear power from a looong time ago: Nuclear would require Uranium that is cracked from coal or stone in very small amounts (more from stone than coal) requiring lots of polluting mines and power before it can be started. A 'nuclear plant' is basically a multi-structure bu...
- Fri Jul 08, 2016 5:34 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Circuit set lamp color should pick highest value
- Replies: 9
- Views: 6576
Lamps with >1 color signal should use the highest signal
Joined. There must be a nest... :) -- ßilk I'd like to see more Lamp color options (not colors themselves per se). For example, if a Lamp receives BLUE=5 and RED=4, it should light up with BLUE all things being equal. Then if RED increases to 6, change to RED. :) Ideally have [>],[<] setting for co...
- Fri Jan 16, 2015 11:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12] Crash on placing wagon, crash on hovering wagon
- Replies: 26
- Views: 10101
Re: [0.11.12] Crash on placing wagon in tight spot
After extensive testing, I've found that you can place engines and wagons on curved rail, BUT NOT straight rail. Placing anything on any straight rail will freeze the game. You can place things on curved rail and then drive them onto straight rail if you want. If you try to make a circle of rail to ...
- Tue Jul 29, 2014 5:43 am
- Forum: Ideas and Suggestions
- Topic: In-game version downgrade option
- Replies: 0
- Views: 2208
In-game version downgrade option
While the game is in development, would it be possible to add a version control dialog similar to the Tekkit launcher for Minecraft? The crash/wire bugs in the current .4 version prompted me to downgrade for the time being, and I wonder if future versions could have the option to downgrade just like...
- Mon Jul 14, 2014 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Allow the Car to use modules
- Replies: 1
- Views: 1349
Re: Allow the Car to use modules
Also a second-tier train engine with a few module slots would be pretty great for the same reasons.
- Sun Jul 13, 2014 7:33 am
- Forum: Ideas and Suggestions
- Topic: Allow the Car to use modules
- Replies: 1
- Views: 1349
Allow the Car to use modules
Give it two module slots, why not? Get two Speed 3s in there and tear it up!
It'll burn all your fuel though! Maybe use an Effectivity module instead.
Production wouldn't do anything (like how beacons are now).
It'll burn all your fuel though! Maybe use an Effectivity module instead.
Production wouldn't do anything (like how beacons are now).
- Sun Jul 13, 2014 7:29 am
- Forum: Ideas and Suggestions
- Topic: Active Lab Count
- Replies: 1
- Views: 1544
Active Lab Count
I would like to see on the research pane (above the minimap) include a display of your active labs. This can be just a number with a labs icon, either "5/20 Labs" or even "5 Labs" If it shows, for example, 20/20, everything is good. if it shows 5/20, check to see if you are runni...
- Sun Jul 13, 2014 7:20 am
- Forum: Implemented Suggestions
- Topic: Increasing the Build Area Around Your Character
- Replies: 6
- Views: 3037
Re: Increasing the Build Area Around Your Character
I'd like to see this as a research (Like Tool Belt), and perhaps also as a suit module. +4 squares for the tech, then +2 per module maybe? Stack a ton of them and place things everywhere! Until then, you can shift-click things and your construction bots will try to help if you have them supplied. I ...
- Sat Jul 12, 2014 11:36 pm
- Forum: Duplicates
- Topic: [0.10.x] Replays desync when player opens research
- Replies: 4
- Views: 5214
[0.10.x] Replays desync when player opens research
Since 10.0 and persisting through 10.3, every replay I make desyncs as soon as the research dialog is opened. "Desync on tick x" This happens if the player hits T, or if they place a lab (which auto-opens the research dialog). For me, this has a 100% reproduction rate. Is this known or is ...
- Mon Jun 02, 2014 4:18 pm
- Forum: Not a bug
- Topic: diappearing items on transport belts
- Replies: 3
- Views: 2333
Re: diappearing items on transport belts
Could you add a message like "[Item] +[amount]" like when you control-click items from chests/containers? That would make it more obvious that that is what happens, otherwise it does look like the items disappear.