Search found 9 matches
- Sun Sep 06, 2020 10:41 am
- Forum: Not a bug
- Topic: [kovarex] [1.0.0] Expected resources not shown when tooltip is detached
- Replies: 4
- Views: 1807
[kovarex] [1.0.0] Expected resources not shown when tooltip is detached
When "Entity tooltip on the side" is turned off (Settings > Interface), during building, there is no tooltip displayed as to what resources are expected (and the rest of what's displayed when it's turned on). Setting turned on, tooltip under the minimap: tooltip_side.png Setting turned off...
- Fri May 23, 2014 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Expanding The Function Of Lights
- Replies: 11
- Views: 7998
Re: Expanding The Function Of Lights
Additionally, placing lights makes your game actually viewable on youtube.
Also, it helped if they were turned on a bit longer.
Also, it helped if they were turned on a bit longer.
- Fri May 23, 2014 11:20 am
- Forum: Ideas and Suggestions
- Topic: A way to turn off accumulator electricity effect
- Replies: 8
- Views: 3932
Re: A way to turn off accumulator electricity effect
Same here, on the laptop with having only an emulated video card, the (dis)charge effect kills the fps.
- Tue May 20, 2014 6:59 am
- Forum: Implemented Suggestions
- Topic: Low Capacity Storage [Closed]
- Replies: 3
- Views: 1750
Re: Low Capacity Storage
I limit how many goods my trains transport to a specific location by using wooden boxes to hold the items, however wooden boxes hold too many items. Can we get a storage container that only holds ~4 stacks at a time or one that has adjustable storage space? You can always limit the containers' hold...
- Sat May 17, 2014 7:40 am
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 24137
Re: Half Belt Splitter
Why everyone is concentrating on underground hack when smart inserters can perform similar function in legit way? I don't have a solid opinion for or against this idea of one-belt split, the need haven't arose for me to use a device like that yet, but I do understand why it is demanded so often. Th...
- Thu May 15, 2014 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Rethinking the (very) early game
- Replies: 29
- Views: 13023
Re: Rethinking the (very) early game
4 burner miners (one for each resource) 2 stone furnaces 2 wooden chests two stacks of belts 10 burner inserters 1 pickaxe [...] 4 electric miners 2 stone furnaces 2 wooden chests two stacks of belts 12 electric inserters 1 pump 2 boilers 1 steam engine 32 small electric poles Here you can find one...
- Thu May 15, 2014 11:32 am
- Forum: Implemented Suggestions
- Topic: Add a Planning Tool / construction planning
- Replies: 22
- Views: 15573
Re: Add a Planning Tool
Shift-clicking is ghost-building, which is not a planning mode. First, you are able to build ghost buildings out of stuff you already have, second, ghost buildings are temporary, and third, ghost buildings instruct construction bots to actually build them, if within coverage.
- Wed May 14, 2014 6:00 am
- Forum: Ideas and Suggestions
- Topic: Some ideas to change Bots mechanic
- Replies: 15
- Views: 8926
Re: Some ideas to change Bots mechanic
#1: This is told to be on the devs todo list. I didn't know, that's good news. #2: How the bots choose a chest: Dunno... But when they have chosen, the bots try to fill only one item into a chest. This works really: I first place every new item into a passive provider. Then I take one or more items...
- Tue May 13, 2014 7:19 am
- Forum: Ideas and Suggestions
- Topic: Some ideas to change Bots mechanic
- Replies: 15
- Views: 8926
Re: Some ideas to change Bots mechanic
What I'd most like to see in the bots' behavior is to figure out their paths in a smarter way. As it is stated in the wiki, you will lose your bots if they run out of charge and there's no roboport in the vicinity, so one should avoid building the roboport system ("chain") in a U shape. Bu...