Search found 11 matches
- Tue Nov 12, 2024 5:04 pm
- Forum: Gameplay Help
- Topic: Can I parameterize quality in a blueprint?
- Replies: 4
- Views: 823
Re: Can I parameterize quality in a blueprint?
I found that if I create a blueprint with parameterized recipes where the assembler I copied used a higher quality, I can change the recipie BUT the quiality setting for the assembler stays even if I can select quality when I try to select a new recipie when pasting the blueprint. But this might be ...
- Fri Jul 19, 2019 9:25 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 242874
Re: Friday Facts #304 - Small bugs; Big changes
I'm unsure about the oil changes. I've read (or at least skimmed) most of the posts above, and I think there are some good ideas that might be considered. My first thought was "yay, I always seem to run short on petroleum at some point". But then thinking about that some more, this need f...
- Fri Jul 19, 2019 9:16 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 242874
Re: Friday Facts #304 - Small bugs; Big changes
Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube. The idea is based on the following assumptions: * The fundamental problem is that it is difficult for playe...
- Fri Feb 22, 2019 10:25 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 171001
Re: Friday Facts #283 - Prepare to Launch
Awesome graphics for the silo
But I agree it moves a bit to fast and snappy.
Also, to me it appears to sit a bit to high in the silo when the doors open and close, when watching them close I almost expected the nose cone to be shaved of by the closing doors.
But I agree it moves a bit to fast and snappy.
Also, to me it appears to sit a bit to high in the silo when the doors open and close, when watching them close I almost expected the nose cone to be shaved of by the closing doors.
- Fri Feb 01, 2019 10:53 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 100383
Re: Friday Facts #280 - Visual Feedback is the king
What is the use case for waypoints? I've never felt like I needed to build one. One situation I can think of is when you have a central tight base with many smaller stations and lots of short tracks between intersections. Then you add a large mining location and need to go to smelters on the other ...
- Sat Oct 27, 2018 11:58 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 239478
Re: Friday Facts #266 - Cleanup of mechanics
One thought regarding Assembly machines. If the problem is that there is no explanation for item limit, why not add a very simple solution. When you select Item to craft, show all craftable items but grey out those that the current machine cannot craft with a tooltip explaining, "This recipe re...
- Sat Oct 27, 2018 11:29 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 239478
Re: Friday Facts #266 - Cleanup of mechanics
Getting my unread two cents in here. I feel like if the goal is to simplify a little than assembler 1 should have 3 ingredients. Now you can suddenly automate assembler 1s, inserters and splitters. Without being able to automate slightly less necessary in early game assembler 2s, steam engines, and...
- Sat Jan 06, 2018 1:23 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395421
Re: Friday Facts #224 - Bots versus belts
Had an idea for stacked belts... what if you could take up to 4 blue belts into a building that was 4x3 and then build sections of stacked belts that are 2x2 each (though you can't interact with the items while they are in these stacked belts).... and at the other end have an other 4x3 building tha...
- Sat Jan 06, 2018 1:04 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395421
Re: Friday Facts #224 - Bots versus belts
My ideas to "semi nerf" logistic bots: Reduce the starting speed of bots and add more speedup tech for late game, it also helps to keep the base busy generating more science in the same way as infinite research. Lower load and unload capacity on chests just like only a few bots can power u...
- Wed Sep 06, 2017 6:34 am
- Forum: Ideas and Suggestions
- Topic: Restrict bots to controlled air space
- Replies: 2
- Views: 1199
Restrict bots to controlled air space
With larger spread out bases I quite commonly loose bots that try to cut across enemy land going between two areas connected by a chain of roboports. This forces me to break apart the networks until the base is roughly circular. I suggest that you shoul be able to restrict bots to only plan path thr...
- Sat Sep 02, 2017 9:08 pm
- Forum: Duplicates
- Topic: Kovarex enrichement breaks the statistics for uranium
- Replies: 3
- Views: 1509
Kovarex enrichement breaks the statistics for uranium
Hi I noticed that when running the Kovarex Enrichement, all output from the centrifuge is counted in the statistics resulting in that in my current game it says that I have manufactured more Uranium 235 that I have mined uranium orein total (several times more) ;) I currently have around 8000 u235bu...