Search found 25 matches
- Thu May 06, 2021 12:22 am
- Forum: General discussion
- Topic: Color RGB is not actual RGB, why?
- Replies: 3
- Views: 1900
Re: Color RGB is not actual RGB, why?
It's to paste blueprints, how would this work? How do I get to saturate a color with that?
- Wed May 05, 2021 10:39 pm
- Forum: General discussion
- Topic: Color RGB is not actual RGB, why?
- Replies: 3
- Views: 1900
Color RGB is not actual RGB, why?
It strucked me that 255 in RGB on the sprites is not the actual 255 color and 0.0.0 is not black. It looks fine I wish I could have deeper colors. Is there any way to achieve this? didn't find a mod that does it.
- Wed Apr 28, 2021 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Minimap zooming
- Replies: 3
- Views: 7348
Re: Minimap zooming
I want to revive this. I need the minimap for immediate action. To check how far is a point I can press M and take my time to check everything. The minimap is way too much zoomed out. Actually it's 23 times zoomed out (mouse wheel) from the closest possition 1. Press M 2. Zoom in all the way down 3....
- Mon Aug 24, 2020 5:45 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod request - idea - Circuiter
- Replies: 2
- Views: 1110
Re: Mod request - idea - Circuiter
Yes, I ment something like it but it doesn't work for me. I couldn't find a way to connect the internal circuit with the outside for multiple inputs.
There is another one usefull and with a similar idea. Improved combinator
There is another one usefull and with a similar idea. Improved combinator
- Thu May 21, 2020 6:54 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod request - idea - Circuiter
- Replies: 2
- Views: 1110
Mod request - idea - Circuiter
1 tile size, as constant combinator, receives input and allows: If A operation B output else output It is possible to create one combining several deciders and combinators, but to be honest; i rather do things manually than having a bunch of ugly machines, I'd rather have 1 single "computer&quo...
- Thu May 14, 2020 2:50 pm
- Forum: Ideas and Suggestions
- Topic: (not) picking up car
- Replies: 7
- Views: 2531
Re: (not) picking up car
If you ask me, you should not be able to pick up vehicles. You could load a vehicle in a wagon (there is a mod for that) or it might be interesting if it could be towed by another vehicle, or use the AI mod to move vehicles if needed. I'd love if there was a garage that could automate the loading an...
- Thu May 14, 2020 1:34 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod suggestion] Increasing difficulty
- Replies: 0
- Views: 635
[Mod suggestion] Increasing difficulty
Hello guys, A thought: If enemy expansion is difficult, at the beggining it's an actual threat, but it decreases as you get more options to deal with it. If expansion is not a problem, at the beggining you are not in actual danger and later on the locals are just a pest very easy to deal with. I was...
- Thu May 14, 2020 1:12 pm
- Forum: Balancing
- Topic: Belt layout affects transport speed
- Replies: 6
- Views: 3248
Re: Belt layout affects transport speed
I think the outter side of the belt accelerates to catch up with the inside side where items travel at regular speed, hence, accelerating it. If you then turn the other way arround you accelerate the other side, winnig a few millisecs of acceleration in both sides of the belt, one at a time. Not rep...
- Fri May 08, 2020 9:46 pm
- Forum: Balancing
- Topic: Belt layout affects transport speed
- Replies: 6
- Views: 3248
Belt layout affects transport speed
Guys, just noticed belt curves accelerate item tansport. I created this to test it: https://drive.google.com/uc?id=19yMUV0Ka-z7-yZAhG-paMVb1cMhbAM4b I press R to let some resources pass and then R again and off they go https://drive.google.com/uc?id=1qpTFNH4B1EPyRCyJH9OoC49Gzh1xh94F Iron got to the ...
- Sun Apr 19, 2020 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Allow rotating placed cars and tanks
- Replies: 15
- Views: 5003
Re: Allow rotating placed cars and tanks
Honestly, it does seem a bit silly that you can't, when I believe you can do it on almost any other entity. In real world logic you are right, but this game isn't. The car is not an object with traditional physics laws applied. Unless there is a way to change the vector data and update the object (...
- Sun Apr 19, 2020 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Else output for decider combinator
- Replies: 30
- Views: 13135
Re: Else output for decider combinator
I can't understand why arguing against the if-else logic. It's actually the 2nd thing I tried while starting with circuits. I's basic logic, I was surpised there is no circuit machine that does that. Yes, it can be done with 2 deciders, but the user are wider with the else option. I can understand t...
- Sun Apr 19, 2020 2:04 pm
- Forum: Ideas and Suggestions
- Topic: Allow rotating placed cars and tanks
- Replies: 15
- Views: 5003
Re: Allow rotating placed cars and tanks
I like this idea. However, you could also just deconstruct the car, then place it down again and use the "r" key to perfectly rotate it 90 degress in any direction from a straight start. This would work for placing down belts as well. Brilliant, now what do I do with all the stuff it had ...
- Mon Nov 19, 2018 4:19 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 112382
Re: 0.16 Map generation Feedback
As nice as Very Low Frequency is for getting large, spaced out patches (train friendly). It does cause a LOT of variability with how your starting area will be. The unplayable one is probably actually doable, but certainly not comfortable (big question is whether or not you can find oil that's acce...
- Sat Nov 17, 2018 1:52 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 112382
Re: 0.16 Map generation Feedback
I personally see that the ores in starting area are very low and scarce. I don't mind expanding or making my way through bugs to clear some patches, but this is becomming ridiculous. I'm pressing regenerate over and over, just to see patches of ~700k of coal, copper and iron, some times no iron, som...
- Thu Oct 11, 2018 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Wagons capacity and weight
- Replies: 18
- Views: 10535
Re: Wagons capacity and weight
Cargo wangon capacity was increased a little bit few updates ago. We didn't want to increase it too much, because even now people build trains with just two or three wagons. We are afraid, increasing cargo wagon capacity would result in people building less trains and building trains with just one ...
- Thu Oct 11, 2018 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Wagons capacity and weight
- Replies: 18
- Views: 10535
Re: Wagons capacity and weight
If we expect the devs to scale the cargo capacity based on size, until we have a car, we are screwed. The player has more capacity than a wagon, which has less capacity than a steel chest. The tank has more capacity than any other container and you can load it with as many tanks as slots you have fr...
- Thu Oct 11, 2018 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Roads/streets as steering guide. Cars will try to stay on it
- Replies: 10
- Views: 5911
Re: Roads/streets as steering guide. Cars will try to stay on it
I would be happy if there was a key that when pressed the vehicle would adjust to the closest 45Β° angle. I often found myself turning left and right constantly attempting to straighten the car at top speed, sometimes crashing with a post or lamp or something just because it is not possible to make a...
- Sat Sep 10, 2016 4:07 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Ratios for commonly automated items
- Replies: 2
- Views: 30183
Re: Production Ratios for commonly automated items
Sorry budy, but I have no clue what you mean by this: Furnace to Electric Miner Ratios: Iron/Copper: Stone Furnace : Miners=147:80 Steel/Electric Furnace : Miners=147:160 is it that "Stone Furnace : Miners=147:80" means that 147 stone furnaces will process the outcome of 80 miners? if so, ...
- Mon Jul 25, 2016 1:27 am
- Forum: Technical Help
- Topic: Steam Auto Update is not updating..
- Replies: 15
- Views: 22118
Re: Steam Auto Update is not updating..
Something's definetely wrong with mine. I'm stuck in version 0.12.35 and I see the latest is 0.14 now. I really don't know what's going on
- Mon Jul 04, 2016 1:28 am
- Forum: Technical Help
- Topic: Steam Auto Update is not updating..
- Replies: 15
- Views: 22118
Re: Steam Auto Update is not updating..
Mine seems to be not updating now. I have no other version than Steam and it's 0.12.35, when it's supposed to be 0.13.4.
Any clue?
thanks guys
Any clue?
thanks guys