Search found 125 matches

by FritzHugo3
Fri Nov 08, 2024 6:34 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1815
Views: 587844

Re: Simple Questions and Short Answers

However, it is not entirely comprehensible. Even if all Roboports had run empty at the same time, this would not justify 18GW (the display occasionally jumps). I have already disconnected everything because everything has come to a complete standstill. And the power indicator should also show it, wh...
by FritzHugo3
Fri Nov 08, 2024 6:27 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1815
Views: 587844

Re: Simple Questions and Short Answers

Has nearly 1k roboports, «early game». :lol: Could it be a bunch of laser turrets firing at the same time ? No wait, I think the graph shows a roboport spike : a bunch of bots all coming to recharge at the same time ? (I have no roket, yes early game, handcraft many, only a little mini mall. Fighti...
by FritzHugo3
Fri Nov 08, 2024 6:00 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1815
Views: 587844

Re: Simple Questions and Short Answers

Can anybody say whats happen here? For no apparent reason, I suddenly have an alleged power consumption of many GB, the number jumps to two-digit GW figures, yet I am in the early game and there is nothing to justify this. Not one construction robot is on the way. I really have no idea what's happen...
by FritzHugo3
Sun Oct 27, 2024 11:04 pm
Forum: Ideas and Suggestions
Topic: [2.x/Space Age] The old map view was much better!
Replies: 16
Views: 1006

Re: [2.x/Space Age] The old map view was much better!

If you right-click and hold on a ghost, ghosts must remain locked and only ghosts may disappear! If you right-click on a building to demolish it (for construction robots), it must be locked on buildings! If it was like this, everything would be great, but as it is now, it's an absolute disaster! It ...
by FritzHugo3
Sun Oct 27, 2024 5:28 am
Forum: Ideas and Suggestions
Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
Replies: 51
Views: 2851

Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.

The thing is, not every player is going to want to use the quality strips and these people need to be able to switch them off for the interface! And even for those who want to use the feature, there should always be a default value - why not do it that way? If you want to change the quality, you SHO...
by FritzHugo3
Sun Oct 27, 2024 4:55 am
Forum: Ideas and Suggestions
Topic: [2.x/Space Age] The old map view was much better!
Replies: 16
Views: 1006

Re: [2.x/Space Age] The old map view was much better!

It makes no sense to demolish ghosts and at the same time all the buildings built are marked for demolition What do you mean ? Because you can now right-click to mark everything that has already been built for demolition, even without the demolition planner. HERE it would be logical and sensible to...
by FritzHugo3
Sat Oct 26, 2024 3:43 pm
Forum: Ideas and Suggestions
Topic: [2.x/Space Age] The old map view was much better!
Replies: 16
Views: 1006

Re: [2.x/Space Age] The old map view was much better!

Ok, now it's getting completely absurd! It makes no sense to demolish ghosts and at the same time all the buildings built are marked for demolition - who came up with this strange new mechanic - it's completely unacceptable. You can't play like this! This was already the case in 1.1 if you use the ...
by FritzHugo3
Sat Oct 26, 2024 12:37 am
Forum: Ideas and Suggestions
Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
Replies: 51
Views: 2851

Re: Could we not have the extra click when setting up recipes due to the "Quality" dropdown?

This is the wrong forum, it is nocht a bugreport, it is an suggestion right?

(You can dobbleclick the Item or with "e" you can close the windows, you dont must click the button)
- And Yes ther should be an game option for this - but wrong forum, maybe a moderator can be move this Thread?
by FritzHugo3
Sat Oct 26, 2024 12:34 am
Forum: Duplicates
Topic: [2.x/Space Age] Building menue after pause problem
Replies: 1
Views: 121

[2.x/Space Age] Building menue after pause problem

If you have a building menu open and pause, then continue playing, you can no longer click on the building until you have clicked on another building.

Apparently the game thinks the menu is still open, although it was closed by the pause.
by FritzHugo3
Fri Oct 25, 2024 11:41 pm
Forum: Ideas and Suggestions
Topic: [2.x/Space Age] The old map view was much better!
Replies: 16
Views: 1006

Re: [2.x/Space Age] The old map view was much better!

Ok, now it's getting completely absurd! It makes no sense to demolish ghosts and at the same time all the buildings built are marked for demolition - who came up with this strange new mechanic - it's completely unacceptable. You can't play like this! PLEASE add an option so that you CAN switch it OF...
by FritzHugo3
Fri Oct 25, 2024 3:14 pm
Forum: Ideas and Suggestions
Topic: [2.x/Space Age] The old map view was much better!
Replies: 16
Views: 1006

Re: [2.x/Space Age] The old map view was much better!

01. why can't you zoom in when the game is paused, you could look around and plan without being attacked! I never even used the pause, AFAIK game simply isn't designed around being able to pause anytime. 02. i can instand mine ghosts, except now on the new map, it makes no sense to mine ghosts as i...
by FritzHugo3
Fri Oct 25, 2024 5:08 am
Forum: Ideas and Suggestions
Topic: [2.x/Space Age] The old map view was much better!
Replies: 16
Views: 1006

[2.x/Space Age] The old map view was much better!

The old map view was much better! 01. why can't you zoom in when the game is paused, you could look around and plan without being attacked! 02. i can instand mine ghosts, except now on the new map, it makes no sense to mine ghosts as if they were real! You have great innovations in Space Age but unf...
by FritzHugo3
Fri Oct 25, 2024 5:01 am
Forum: Ideas and Suggestions
Topic: [2.x/Space age], Since when are buildings demolished when trees are felled?
Replies: 0
Views: 93

[2.x/Space age], Since when are buildings demolished when trees are felled?

Space age , I realise that more and more extremely useful subtleties have been abolished/destroyed. I'm dismantling trees and why, pray tell, are pipes being removed all at once? If you cut down a tree first and stay on the button, NO buildings/pipes/belts should be demolished! That kills the flow o...
by FritzHugo3
Wed Oct 23, 2024 2:56 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 4927

[Space Age] - Where is the option for smart belt dragging?

In most cases, I find it very annoying when automatic underground belts are set. I've been forced to try it now, but it doesn't work at all. It's so incredibly cumbersome and I'm constantly ripping off the incorrectly set undergrounds. Please give us the option to switch this off in the game menu. C...
by FritzHugo3
Wed Oct 23, 2024 3:30 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1815
Views: 587844

Re: Simple Questions and Short Answers

Is the option for belt building mode gone in space Age/2.x? 01. Automatic tunnel mode: Underground belts were placed automatically when obstacles (e.g. existing trees, rocks belts) were in the way. 02. Overwrite mode: New conveyor belts overwrote existing structures without automatically placing und...
by FritzHugo3
Tue Oct 22, 2024 6:21 pm
Forum: Ideas and Suggestions
Topic: Dear Dev's - Some missing qol in Space Age
Replies: 0
Views: 268

Dear Dev's - Some missing qol in Space Age

ChatGPT ttranslated: Space Age does so much right in terms of quality of life improvements – but am I missing something here, or were some things simply overlooked? Why do the power cables still connect in such an incredibly ugly way? It's great that you can manually place them with Alt+C – now try ...
by FritzHugo3
Fri Oct 18, 2024 1:17 pm
Forum: News
Topic: Friday Facts #433 - Liftoff Initiated
Replies: 140
Views: 27673

Re: Friday Facts #433 - Liftoff Initiated

To be honest, it bothers me that you see such micro animations of landing (video) over factories. It shouldn't be so sensitive. Earlier before the obstacle and later down again so that it doesn't look so strange. Personally, I think it's generally nicer to have the normal jetpack from Space Explorat...
by FritzHugo3
Fri Oct 11, 2024 2:27 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 35799

Re: Friday Facts #432 - Aquilo

Desert, vulcane, Stormy, jungle, ice, space and Railguns in space - this would be the first vanila game, what I like without mods (for 2 weeks or so :D ) I love it! So 40 range maybe a little bit shor but not a problem. So 75.000 hp leviathan bug, what you think about minimum 10k damage? I thing you...
by FritzHugo3
Fri Sep 27, 2024 2:32 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41565

Re: Friday Facts #430 - Drowning in Fluids

You make it! All what i mised in vanila you do! All the fantastic qol mods. I would imagine for all the Vanila players who have never played with mods (your own fault if you knew what you were missing LUL) - it could be very overwhelming. So many ‘new features’ - but I can tell you, once you get use...
by FritzHugo3
Fri Jul 12, 2024 1:38 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 119
Views: 21907

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

What we really need is a way do Marks and write in the Maps (this was exist but BIGGER and with scaling by zooming out!) Plus it must be showen in the lower (zoomed max out) chematic mapview. I see not one case where I place the "Textbox" in this fff - Make a multiblock from this and I see...

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