Woah I never new thisssilk wrote:If deconstruction is used on deconstructed plan with right click or shift, the plan gets deconstructed.
Search found 705 matches
- Wed Jul 30, 2014 11:41 am
- Forum: Implemented Suggestions
- Topic: [0.9] How to abort deconstruction tasks
- Replies: 12
- Views: 4168
Re: [0.9] How to abort deconstruction tasks
- Wed Jul 30, 2014 11:41 am
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 13188
Re: Disconnect roboports from logistic network
... I'm sure we all admit this can be resolved by segmenting and hybridising the network (clusters of roboports linked by belts or rail), but you guys would rather have a more advanced drone network. ... It's just a suggestion, it's not a must. Right now we deal with this by building hybrid network...
- Wed Jul 30, 2014 11:30 am
- Forum: Ideas and Requests For Mods
- Topic: superradar/scanner
- Replies: 6
- Views: 5336
Re: superradar/scanner
Why would you need to set off a radar when you have rocket defense?
- Wed Jul 30, 2014 2:01 am
- Forum: Implemented Suggestions
- Topic: [0.9] How to abort deconstruction tasks
- Replies: 12
- Views: 4168
Re: [0.9] How to abort deconstruction tasks
We totally need this!
- Wed Jul 30, 2014 12:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x][kovarex] Fullscreen - wrong screen!
- Replies: 11
- Views: 7432
Re: Fullscreen - wrong screen!
Yep that's a common mistake in allmost all games I have: when using full screen, nobody checks if it has a dual monitor setup. In theory, this should be handled by the O.S. but Windows bah
- Wed Jul 30, 2014 12:26 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 223275
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Hahahaha indeed the series is SO MESSY. If I were you, I'd losen up the rigorosity on the rules. Allow people to break/modify stuff, just don't allow full reworking. You can think of: - Obsolete stuff - Changing belts to improve performance - Rework small parts of the builds Things that are not allo...
- Wed Jul 30, 2014 12:22 am
- Forum: General discussion
- Topic: Alternate game win conditions?
- Replies: 10
- Views: 4325
Re: Alternate game win conditions?
20 billion iron seems reasonable.
- Wed Jul 30, 2014 12:20 am
- Forum: Show your Creations
- Topic: Endgame designs
- Replies: 19
- Views: 64493
Re: Endgame designs
How can you not use Robots? How can you organize everything with belts? You sir are a true warrior.
- Wed Jul 30, 2014 12:18 am
- Forum: General discussion
- Topic: Great game
- Replies: 7
- Views: 2822
Re: Great game
Yea, it takes a little time for the biters to realize your there. Usually once you get science(red & green packs) automated you'll be producing enough pollution to get their attention. Trust me, once you get their attention you will wish you didn't, they can be brutal lol. I think they are so e...
- Tue Jul 29, 2014 5:02 pm
- Forum: Modding help
- Topic: Changing fluid_boxes / Get output liquid
- Replies: 10
- Views: 3537
Re: Changing fluid_boxes / Get output liquid
Just an idea: Have you tried a asembly machine type building? The machine has one input and two outputs. You can create recipes that will "transfer" e.g. 0.5 unit of liquid to each output from 1 unit of liquid in the input. Drawback is that you have to create a recipe for each liquid (cou...
- Mon Jul 28, 2014 9:23 pm
- Forum: Modding help
- Topic: Changing fluid_boxes / Get output liquid
- Replies: 10
- Views: 3537
Re: Changing fluid_boxes / Get output liquid
Quote from another thread: game.player.print(game.player.help()) The help() method should work for any rich lua object. help() will list any available methods/keys that are available for the object it was called from (the player in the example above). At the moment you can't interact with fluids, t...
- Mon Jul 28, 2014 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 13188
Re: Disconnect roboports from logistic network
There could be an option on the roboport screen to create/select logistic networks. The difference would be that the robots inside such network don't search for items on the other network. That is exactly what is meant by "color" above. However, the only situation where I thought this wou...
- Mon Jul 28, 2014 9:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [10.0.4] Crash on leaving logistic area
- Replies: 37
- Views: 13667
Re: [10.0.4] Crash on leaving logistic area
A release a week is a pretty good schedule for a game in alpha stage. I really wanted to test the radars hotfix ='\
- Sun Jul 27, 2014 10:26 pm
- Forum: Modding help
- Topic: Changing fluid_boxes / Get output liquid
- Replies: 10
- Views: 3537
Re: Changing fluid_boxes / Get output liquid
I still wanted to change the fluids inside my inventory. I just can't figure it out how. I'm pretty sure there's a method somewhere out there that's just hidden, but I can't get a list of all methods since the datastructure is an userdata. Maybe someone has some idea on how to find available methods...
- Sun Jul 27, 2014 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 13188
Re: Disconnect roboports from logistic network
I really, really wanted something that I could build a really big base, and that's logistic network 1, and it's huge. The bots that would be part of it would just carry stuff from one sub-network to the other, and those sub-networks would then handle moving their inputs to their target destinations,...
- Sun Jul 27, 2014 2:22 am
- Forum: Ideas and Suggestions
- Topic: Disconnect roboports from logistic network
- Replies: 20
- Views: 13188
Disconnect roboports from logistic network
I'd like to request for me to be able to request a roboport (even better if modded ports also) to be disconnected from the logistic network, even if their area of effect overlaps. Also, need to assure that robots from one logistic network won't eventually migrate to the other logistic network. Also,...
- Sat Jul 26, 2014 4:16 am
- Forum: Ideas and Suggestions
- Topic: high priority logistic provider chest
- Replies: 8
- Views: 3799
Re: high priority logistic provider chest
Well then priority systems loses reason to me in that point. I'd prefer to transfer over train or belts if things are really far away, but hey, that's me.Neotix wrote:It should take from chest with higher priority. It's player job to set things right.
- Sat Jul 26, 2014 4:13 am
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 47618
Re: Friday Facts #44 - Decision making
I loved this one:
- Sat Jul 26, 2014 4:10 am
- Forum: Translations
- Topic: Translations paused until new system is found
- Replies: 20
- Views: 12295
Re: Translations paused until new system is found
I don't think there is anything like that, hope I'm wrong. If you are interested, I may build up a simple web system (though it may take week or two to make it work) with group permission system, content management etc. Just PM me if you want to. It'd also be later expanded to support mod translati...
- Fri Jul 25, 2014 10:28 pm
- Forum: Ideas and Requests For Mods
- Topic: Few Requests/Ideas
- Replies: 9
- Views: 8808
Re: Few Requests/Ideas
That's filling into barrels, but it gets the job done.Neotix wrote:snip