Search found 27 matches
- Tue Oct 29, 2024 11:23 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196512
Re: Friday Facts #375 - Quality
Well I think if you are planing to get verything to legendary Q just don´t start with the final produkt start with miners to improve Quality in every singel step. so if you have green ore you more likely get blue plates and so on, should reduce the needed input, but will eat a lot of space. Also aft...
- Fri Jun 21, 2024 12:29 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 74963
Re: Friday Facts #416 - Fluids 2.0
Well not sure I like the old system to finally be gone, but to see some of the very strange ways it worked (or better you need to do to get it working) to go is worth it.
- Fri Mar 08, 2024 5:03 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31407
Re: Friday Facts #401 - New terrain, new planet
Great change to the map. It was worth every single hour of work. I like the idea of the new cliffs, but for the forest path i´m not sure. For the game it is really good, the biters now find a way through to our base. As a player that likes the Deathworld setting im not sure if i like it... No hiding...
- Fri Jan 05, 2024 1:10 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 36684
Re: Friday Facts #392 - Parametrised blueprints
I like the new blueprint, especially with the new train system it saves a lot of time.
Again very good work, i hope we can test all this new things soon.
Again very good work, i hope we can test all this new things soon.
- Wed Jun 10, 2020 9:43 pm
- Forum: Releases
- Topic: Version 0.18.31
- Replies: 56
- Views: 30281
Re: Version 0.18.31
The new mining drill looks really god, but from map view or at max zoom its impossible to see the really smal red or green light, with alt mode and green modules in it its even worse also when zoomed in. Maybe its possible to make the light a bit larger, so you can find the not working ones without ...
- Mon Jun 01, 2020 7:27 pm
- Forum: Releases
- Topic: Version 0.18.29
- Replies: 32
- Views: 21515
Re: Version 0.18.29
The new engine icon is great, thanks for the fast rework
- Fri Jun 07, 2019 8:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.47] Crash: "this->reservedSignalsClose[0].signal == signal was not true"
- Replies: 11
- Views: 4716
[kovarex] [0.17.47] Crash: "this->reservedSignalsClose[0].signal == signal was not true"
Hello, after the update to 0.17.47 i have found a strange thing: I looks like the game crashes when the Train (auto mode) reaches a signal, after it drives over a chainsignal that is not working, and maybe some other hardly to reproduce things happen (I was doing some work on the tracks) after a try...
- Wed Apr 10, 2019 6:56 pm
- Forum: Releases
- Topic: Version 0.17.28
- Replies: 25
- Views: 18518
Re: Version 0.17.28
For me it seems like someone found the bug after starting the release prozess but before it was done and send to us (remember the 1,5h they said this prozess takes)
But unlikely the tree bug went in.....
But unlikely the tree bug went in.....
- Sat Mar 16, 2019 9:53 am
- Forum: Releases
- Topic: Version 0.17.13
- Replies: 18
- Views: 13205
Re: Version 0.17.13
From some "testing" it seem they normalized the evolution to the falue it should have but all that was added dueto the bug stays.
A new challenge
A new challenge
- Wed Mar 13, 2019 7:21 pm
- Forum: General discussion
- Topic: Productivity module issue
- Replies: 5
- Views: 2391
Re: Productivity module issue
It´s a known Problem, and as far as i know you can´t do anything against it
- Sat Feb 23, 2019 10:09 pm
- Forum: General discussion
- Topic: Train build
- Replies: 10
- Views: 3938
Re: Train build
I like to use bidirectional trains, they don´t need a loop to get back to the base and there is no dead end when the rails are build correct. So in my base the alrounder is the 1-2-1 setup. Last game I played around with 2-4-2 and 1-3-1. Al rails are connected to one big system for the use with pass...
- Mon Feb 18, 2019 7:54 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 93022
Re: Friday Facts #282 - 0.17 in sight
Great news to see 0.17 coming ... Great. This probably means the 0.16 generator is in as a game option too, right? If not, count me in as one who would like that to happen. It is an interesting variation, especially for train network building without using landfill. the landmass itself was quite int...
- Thu Jan 24, 2019 9:16 pm
- Forum: General discussion
- Topic: Rating your factory: SPM v. RPM
- Replies: 6
- Views: 6373
Re: Rating your factory: SPM v. RPM
ok I normaly don´t use the battle robots so I did not look at this research very often, but ok for the next base I give it a chance (at last to see the SPM at the end, because I hate to waste the time for something I never use )
- Thu Jan 24, 2019 8:25 pm
- Forum: General discussion
- Topic: Rating your factory: SPM v. RPM
- Replies: 6
- Views: 6373
Re: Rating your factory: SPM v. RPM
I prefer the used SPM during a late game Science (mining prod) because you need both rockets and the rest of the packs (due to there is no way to use military and all of the rest), its the best way at last without mods. Also i agree the base needs to be able to run this without any dropp in the stor...
- Sat Dec 29, 2018 8:19 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176182
Re: Friday Facts #275 - 0.17 Science changes
Hello, after readind the FFF I have a small question: You say: Mainly for these reasons, you now win the game by launching an empty rocket. The satellite is unlocked with the Space science pack technology and its only purpose is obtaining these science packs. Does this mean to win the game the rocke...
- Sun Jan 28, 2018 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Messy Tech tree for version 15
- Replies: 7
- Views: 3877
Re: Messy Tech tree for version 15
For me I think the tech tree is like a guideline, you want to build your blue packs? then your next resarch should be engine units. With this the game shows you one way through the technologys but you have to decide if that way is your best way. maybe its in your world the best way to have a resarch...
- Mon Jan 22, 2018 9:59 pm
- Forum: Not a bug
- Topic: [0.16.17] Small Localisation issue
- Replies: 7
- Views: 2698
Re: [0.16.17] Small Localisation issue
Well a few days ago everything was translated
- Wed Jan 17, 2018 7:59 pm
- Forum: General discussion
- Topic: A [Poll] about fixing the 0.16 world generator bugs
- Replies: 25
- Views: 11072
Re: A [Poll] about fixing the 0.16 world generator bugs
that is good newsTwinsen wrote:The bug is being looked into actually.
Due to the complexity and unpredictability of the map generator, this can take some time. Also TOGos is working part time.
I said it will be fixed in 0.17 but hopefully it will be fixed before 0.16 becomes stable.
Re: pump bug
moved your train there auomatic or was it driven by you/just new build there? i´ve seen this in my save often when driving the oil train manually around and not parking 100% perfect, i think the pumps could be a bit more tolerant here...... (so maybe let the train go there by it self will solve it f...
- Sat Jan 13, 2018 7:07 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 655654
Re: Accumulator / Solar panel ratio
When you do the math in 0.15 was it the 25 to 21 but:
it depents on what you want to have? best solar use or some only over days reloadable backup for peaks in engery consumption.
So in the end everyone wants to achive a different thing and therefore thers never the perfect ratio to find
it depents on what you want to have? best solar use or some only over days reloadable backup for peaks in engery consumption.
So in the end everyone wants to achive a different thing and therefore thers never the perfect ratio to find