Search found 15 matches

by welens
Mon Jan 25, 2021 9:24 pm
Forum: Releases
Topic: Version 1.1.17
Replies: 10
Views: 13004

Re: Version 1.1.17


7386.3km/h is half rail circle in 1 tick (speed of 34.196 tile/tick). Value choosen a little arbitraily with large margings. I could choose limit value as high as 60.55 tile/tick (13078 km/h). Above that speed when a train moves on a tight circle, front joint starting on a curved rail may move ...
by welens
Fri Jul 24, 2020 4:45 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 55335

Re: Friday Facts #357 - Nuke


That is not possible yet, and will not be in 1.0. We call this idea module install/uninstall. It might be done one day. The logic would be, that if you fill only "To", and keep From empty, it would install the module if possible. Same, the other way around, when you have From filled and and To ...
by welens
Fri Jul 24, 2020 3:44 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 55335

Re: Friday Facts #357 - Nuke





On another topic, related to upgrade/downgrade planners, would love to be able to include modules in those.


Already possible.


Oh really? That's great. Does it also support swapping modules, e.g. from speed to prod or vice-versa?



The upgrade planner is quite flexible considering ...
by welens
Fri Jul 24, 2020 1:38 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 55335

Re: Friday Facts #357 - Nuke

Explain please, how to work with modules with upgrade planner?
by welens
Tue Feb 04, 2020 10:15 pm
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 25
Views: 12173

Suggestion: Trains finished at last temporary point should return to manual mode.

Most often my usage of temporary points is moving to far region of map to start new mining site or to expand railway lines.
I click a point on map closer to my destination and wait while my personal train moved where.
When usually I need to manually move the train further, but it doesn't start to be ...
by welens
Tue Nov 05, 2019 1:19 pm
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 7848

Re: Make visible mark on boxes if the volume limit is set

With new tooltip system I have small suggestion to add number of stack allowed being shown on tooltip.
Something like:
woodbox-tooltip.png
woodbox-tooltip.png (22.4 KiB) Viewed 6317 times
by welens
Tue Oct 22, 2019 11:07 am
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 7848

Re: Make visible mark on boxes if the volume limit is set

Me too.
I just used restriction symbol from screen inside the box.
Ideally I see this as some sort of post label on the box:
korobka[1].jpg
korobka[1].jpg (13.31 KiB) Viewed 6404 times
by welens
Tue Oct 22, 2019 7:17 am
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 7848

Re: Make visible mark on boxes if the volume limit is set

Hmm.. I've meant something much simpler, just small mark if restriction was set. :)
Something like this:
Steel_chest_entity-cross.png
Steel_chest_entity-cross.png (138.82 KiB) Viewed 6418 times
by welens
Thu Oct 17, 2019 9:00 am
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 7848

Make visible mark on boxes if the volume limit is set

My suggestion is simple - if I set volume limit on storage box I would want to see it.
Main problems - I build a mall and mostly limit boxes where items stored to one or two stacks.
But if I forget somewhere to limit I've got thousands useless oil ridges, active storage boxes, heat pipes, or in ...
by welens
Sat May 05, 2018 8:24 am
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 56946

Re: Friday Facts #241 - New player experience

Also I find military tech much more earlier tech than blue. Please change their position. Gray must be third one while blue must be fourth.
And also I find strange purple tech loss of third component. Let add something there to equilibrium. Like chemical plant or pump.
by welens
Fri May 04, 2018 10:37 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 56946

Re: Friday Facts #241 - New player experience

It's not a good idea to have special rules or recipes for the tutorial. That would confuse new players even more. Without electricity, use burner inserters and burner assemblers.
So the setup would be Miner -> Belt -> Furnace -> Burner Inserter -> Burner Assembler -> Burner Inserter -> Chest.
I ...
by welens
Tue Mar 06, 2018 7:10 pm
Forum: Duplicates
Topic: Narrow ribbon world generated without water
Replies: 1
Views: 1456

Narrow ribbon world generated without water

I generate 48 tiles wide ribbon world on rich settings.
After staring playing I found what there are no water near stating area.
Luckily I found water far away right near biter base.
But I was thinking what water always generated on starting area.

Mods I use: Bottleneck, upgrade-planner

Settings ...
by welens
Sat Feb 03, 2018 7:29 am
Forum: Ideas and Suggestions
Topic: Copy recipe should also copy module scheme
Replies: 0
Views: 960

Copy recipe should also copy module scheme

TL;DR
Coping recipe from AM to AM (also Chemicals and Refineries) should also copy module scheme.

Also I thing if it possible to use modules from character's inventory they could be inserted automatically on paste. If not let wait for bots.

What ?
When I eventually got modules I want to speed ...
by welens
Sat Aug 26, 2017 6:54 am
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 61143

Re: Friday Facts #205 - Teaching the things that everybody knows

My main misunderstanding with mid-game - how to quickly insert modules into assemblies, refineries and chemical plants.
You can insert into one, blueprint it and delete all remaining and insert via blueprint but it doesn't look natural and easy way.
May be some shortcuts for copying and inserting ...
by welens
Fri Aug 18, 2017 4:03 pm
Forum: General discussion
Topic: A way to copy module scheme from one assemly to another
Replies: 2
Views: 3105

A way to copy module scheme from one assemly to another

Sorry if this question is dumb but if is a way to copy module scheme from one assembly to another?
I have working place for red circuits and now with 3-level modules I want to enhance it with them.
But should I manually insert modules into every assembly or there is the way to simple copy the ...

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