Search found 11 matches
- Sat May 02, 2020 9:50 pm
- Forum: Ideas and Suggestions
- Topic: UI request : player window : logistics tab color code
- Replies: 3
- Views: 1017
Re: UI request : player window : logistics tab color code
In case it isn't clear, I'm asking for the tab control itself - the thing that you click to switch to the logistics view - to gain color coding. The cells inside the logistics view are already color coded - my request is to put a summary of those individual color codes in a place where they can be s...
- Fri May 01, 2020 11:46 pm
- Forum: Ideas and Suggestions
- Topic: UI request : player window : logistics tab color code
- Replies: 3
- Views: 1017
UI request : player window : logistics tab color code
A lot of this game involves waiting in a logistics area before hopping on a train (or in a car, tank or exoskeleton) and leaving. Other than during Lazy Bastard attempts, the Crafting tab is the most frequently used player window tab. This hides information that is important to the player under unne...
- Sat Aug 24, 2019 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Mining Buildings / Alternate mining mode
- Replies: 0
- Views: 578
Mining Buildings / Alternate mining mode
It would be nice, when mining active buildings, if there was a way to automatically wait until the current cycle finished and prevent the next cycle from starting. This would be similar to the way running while right-clicking pauses you until the current building has been mined, and both pauses woul...
- Fri Jan 11, 2019 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Diminshing Pollution should heal Trees
- Replies: 30
- Views: 11782
Re: Tree leaf regrowth
I agree, it would be nice if trees, which are "living things" could heal like all of the other living things in the game do. (Wait, can you damage fish? Do they heal?) To be a bit more realistic, the game could roll a random chance each time a tree gets downgraded to a less healthy status....
- Fri Jan 11, 2019 7:57 pm
- Forum: Ideas and Suggestions
- Topic: set demand in percentage for player logistic slots
- Replies: 14
- Views: 3773
Re: set demand in percentage for player logistic slots
In programming, this is often referred to as high water mark and low water mark . Commonly found in buffers and the like, which makes sense because the logistic request system is basically a buffer system. The bots already do something similar to this, but not controllable, and not on a large scale....
- Fri Jan 11, 2019 7:19 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 47743
Re: Friday Facts #277 - GUI progress update
The "Reset to Defaults" button is red. When you hover over it, the highlighting for the options that will be reset should also be red, not orange. When possible, you should expand the highlight box to cover the label too, and not just the control. On more complex controls, like the sliders...
- Mon Jan 07, 2019 8:07 am
- Forum: Implemented Suggestions
- Topic: Auto trash default quantity is bad
- Replies: 8
- Views: 2737
Re: Auto trash default quantity is bad
Generally auto trash should be the lower priority because when a player requests something it means they want it despite any other requests. This is not proved to be true. One could say exactly the opposite (when womebody trashes something, it's that he doesn't want it any more, despite other reque...
- Sat Jan 05, 2019 8:47 am
- Forum: Implemented Suggestions
- Topic: Auto trash default quantity is bad
- Replies: 8
- Views: 2737
Auto trash default quantity is bad
Defaulting to one stack is wrong almost always. At the very least, there should be an option to default to 20k, similar to the option that defaults requests to 1 instead of a stack. Say that you notice that you have 10 stacks of belts, and want to reduce that to 500. You switch to the auto-trash tab...
- Sat Jan 05, 2019 8:40 am
- Forum: Ideas and Suggestions
- Topic: Logistically discarding items that are also requested should decrease the requested quantity
- Replies: 7
- Views: 2590
Re: Logistically discarding items that are also requested should decrease the requested quantity
It would make more sense if updating the auto-request amount or the auto-trash amount would automatically update the other if they conflict. Simply dropping a stack into the manual trash slots does not, in my mind, indicate a desire to reduce the auto-request.
- Wed Aug 02, 2017 2:50 am
- Forum: Gameplay Help
- Topic: [0.15.5] Big worm almost impossible to kill
- Replies: 14
- Views: 6587
Re: [0.15.5] Big worm almost impossible to kill
As far as I can tell, you don't need blue science to research flamethrowers or solar power. Wait until dawn, drop some solar panels out of range. Creep poles up. Run into range and drop decoys (gun turrets work good). Drop a pumpjack, connect power, drop a flame turret, connect the plumbing, then bu...
- Mon Jul 03, 2017 6:41 pm
- Forum: Energy Production
- Topic: repeatable electrical stage for small reactors
- Replies: 0
- Views: 1669
repeatable electrical stage for small reactors
http://i.magaimg.net/img/w5c.png This is not a complete powerplant. It is not anything even close to ratio-perfect. One exchanger can support 6.872852 turbines, which many people round up to 7. I rounded down to keep it compact, making this a 35 MW electrical stage. It is great for a single-reactor...