Search found 16 matches

by Nondre
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?
by Nondre
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.
by Nondre
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.
by Nondre
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...
by Nondre
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 :D
by Nondre
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.
by Nondre
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 ...
by Nondre
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.
by Nondre
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...
by Nondre
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...
by Nondre
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.
by Nondre
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...
by Nondre
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.
by Nondre
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.
by Nondre
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...

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