Search found 16 matches
- Mon Apr 16, 2018 8:11 pm
- Forum: Not a bug
- Topic: Radar/inventory researched, and new players.
- Replies: 2
- Views: 1073
Re: Radar/inventory researched, and new players.
So when the game is being hosted by me after saving the map, is there something i can turn on, to get these base game functions back?
- Mon Apr 16, 2018 4:39 pm
- Forum: Not a bug
- Topic: Radar/inventory researched, and new players.
- Replies: 2
- Views: 1073
Radar/inventory researched, and new players.
If you join a game with the upgraded inventory and radar/minimap upgrades(being able to see the ground) researched, you will not get these features if you create a character after they're researched.
- Thu Jan 11, 2018 11:58 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 396589
Re: Friday Facts #224 - Bots versus belts
You don't like bots? Don't use them. Trains and belts are a unique challenge, that should not be forced on a player.
- Fri Jul 14, 2017 7:02 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 73604
Re: Friday Facts #198 - Rail segment visualisation
The arrows that are already present can be added at the beginning and ending of each block, facing the direction(s) traffic needs to go, in a color that separates them from the other rail blocks. You might also just align the debug whisker plot looking lines to the signals themselves, parallel to th...
- Sat Feb 07, 2015 3:38 pm
- Forum: General discussion
- Topic: Deconstruction Planner
- Replies: 3
- Views: 2838
Re: Deconstruction Planner
Absolutely beautiful. I just designed a huge mining site, and used passive providers on the drills rather than belts, and surrounded it, and the furnaces with quite a few roboports. Now I cant see the ground
- Sat Feb 07, 2015 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Logistics/Construction Networks
- Replies: 8
- Views: 3423
Re: Logistics/Construction Networks
Being able to just flip a switch and shut down logistics or construction bots would be nice, and allow you to do both manually for the interim.
- Fri Feb 06, 2015 12:38 am
- Forum: Ideas and Suggestions
- Topic: Logistics/Construction Networks
- Replies: 8
- Views: 3423
Re: Logistics/Construction Networks
Changing the color would be awesome, but not the ultimate goal I had in mind. However, I haven't made a base around this idea yet, and I could just smart inserter construction bots into a Roboport in each segment...not technically the ultimate goal either, but I suppose there are bigger fish to fry ...
- Fri Feb 06, 2015 12:35 am
- Forum: General discussion
- Topic: Deconstruction Planner
- Replies: 3
- Views: 2838
Deconstruction Planner
I just read the patch notes for 11.15. Is there a specific rationale behind the reason Roboport connections are removed when you mouse over a GUI element, rather than the alternative? I know I would LOVE the Roboport lines to be gone when I'm trying to deconstruct things around my Central Storage.
- Sat Jan 31, 2015 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Logistics/Construction Networks
- Replies: 8
- Views: 3423
Re: Logistics/Construction Networks
Using segmented logistics networks, you can provide a certain number of drones dedicated solely to the task they are in range of, i.e. having drills and furnaces in one logistics network, being provided a fixed number of drones, while having another segmented logistics network at your main base, con...
- Wed Jan 28, 2015 5:57 pm
- Forum: Ideas and Suggestions
- Topic: Logistics/Construction Networks
- Replies: 8
- Views: 3423
Logistics/Construction Networks
I hope this is the right category for this, so here goes: I would like to have segmented Roboport networks, by Logistics Networks only. I know, but I'm needy. So, if Roboports connect every 50 tiles, to allow segmented Logistics Networks, then you could allow Roboports to connect every 100 tiles, fo...
- Sat Jan 03, 2015 2:33 am
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 31151
Re: Friday Facts #67 - Happy new year
This is really good news. My 110 hour map has triple inserters(fast, long, fast) on the heavy traffic areas, and will bring my fps back up from ~8. Once the belts get reworked, the only thing that will be lagging the map is the sheer size.
- Fri Jan 02, 2015 6:44 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) βΈ
- Replies: 82
- Views: 71276
Re: Can the player be killed by train? (Train kills?!)
Gates. They are the best canary.
- Sat Dec 13, 2014 3:43 pm
- Forum: Multiplayer
- Topic: Can't connect to a 50+ hour game
- Replies: 5
- Views: 11256
Re: Can't connect to a 50+ hour game
I've got a 100+ hour map, and i have had to remove all landmines, walls, accumulators, and steam engines, and set game.alwaysday. I finally got someone connected. Even then, the game was spotty, and the frame-rate was ~10. I have a post on tips to connect in multiplayer somewhere around here, but so...
- Wed Nov 26, 2014 11:33 pm
- Forum: Multiplayer
- Topic: "Couldn't establish connection to the server"
- Replies: 11
- Views: 21321
Re: "Couldn't establish connection to the server"
In some cases, I have had to plug my computer directly into the modem.
- Wed Nov 26, 2014 11:31 pm
- Forum: Multiplayer
- Topic: Tips to connect in multiplayer.
- Replies: 3
- Views: 36507
Re: Tips to connect in multiplayer.
Saving the game, and restarting the program may be a small help as well. I have currently an 80+ hour save, and it does get a bit sluggish if you have made major modifications to the map.
- Sun Nov 16, 2014 6:20 am
- Forum: Multiplayer
- Topic: Tips to connect in multiplayer.
- Replies: 3
- Views: 36507
Tips to connect in multiplayer.
All the effort i have put into connecting to this game i feel i should share a few things. Generally when the map is huuuuuuge, I will have a single point from which to kill power. Kill said power. Allow all the drones to settle. Clear your logistics queue on your inventory. Disable your autosave. y...