There is a guide for two-way rails :
viewtopic.php?f=194&t=53937
(Which could perhaps be made simpler by forbidding one-directional trains ??)
Search found 3006 matches
- Thu Nov 21, 2024 10:09 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1815
- Views: 587819
- Thu Nov 21, 2024 10:02 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 142
- Views: 15479
Re: Gleba has killed the game for me.
While a dumb working system is already quite rewarding to do, it's even more rewarding that it still has a lot of room of improvement : to maximize freshness : which becomes especially noticeable once you start exporting Agricultural science instead of consuming it there on the spot !
- Thu Nov 21, 2024 9:49 am
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
- Replies: 39
- Views: 1849
Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working
Yes, maybe (though I doubt it), but nothing changes about that in 2.0.21, that's my point.
Only robots not going over a lake are affected by the 2.0 => 2.0.21 change.
Only robots not going over a lake are affected by the 2.0 => 2.0.21 change.
- Thu Nov 21, 2024 1:51 am
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
- Replies: 39
- Views: 1849
Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working
If a robot is going over a 'lake', then the exception of going over a 'lake' will apply.
- Thu Nov 21, 2024 1:45 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 144
- Views: 33501
Re: Space Age general Questions
Activate inserters on a timer ?
- Wed Nov 20, 2024 9:31 pm
- Forum: Bug Reports
- Topic: [2.0.15] Map shows red dots where nothing exists
- Replies: 8
- Views: 378
Re: [2.0.15] Map shows red dots where nothing exists
So, it's some kind of leggy nonsense ?
- Wed Nov 20, 2024 9:24 pm
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
- Replies: 39
- Views: 1849
Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working
Just to be clear, the fix we're now talking about was already in 2.0.0(?), and was talked about in that FFF , while the one coming to 2.0.21 is a different one. So I'm skeptical that it hasn't been caught in ~15 months of closed beta testing, as well as a month of release... The 'oscillating' bit wa...
- Wed Nov 20, 2024 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 141
- Views: 9441
Re: Ability to craft lower quality with higher quality
Speaking of (relatively) small changes :
How about allowing quality downgrade through the already existing effect of speed modules ?
How about allowing quality downgrade through the already existing effect of speed modules ?
- Wed Nov 20, 2024 11:20 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 141
- Views: 9441
Re: Ability to craft lower quality with higher quality
How do you weigh cycles, alternate recipes, productivity changing base resources for different chains differently, separate chains for the same result ?
- Wed Nov 20, 2024 11:06 am
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 18
- Views: 970
Re: Gleba early game should be made easier significantly
Would be nicer if the evolution curves where adjusted to be something more like Nauvis, where the stronger enemies are introduced gradually. Actually, Gleba enemies and spawn rates were rebalan ed in 2.0.17, so it should already feel smoother. I don't know what they were before 2.0.17, but this isn...
- Wed Nov 20, 2024 11:00 am
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
- Replies: 39
- Views: 1849
Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working
What kind of layout would that be ? So we changed the selection logic, so that the robot tries to always charge at a roboport that is closer to the destination than the robot is. This means that even if the robot will potentially fly with low energy for longer, it will always be able to make some pr...
- Wed Nov 20, 2024 10:44 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 141
- Views: 9441
Re: Ability to craft lower quality with higher quality
In terms of mixing I I found one place where it would still be good despite I generally think mixing wouldnt work: Plastic. I keep my lines mixed until I have iron or copper plates... the same would be nice for plastic as it just takes one coal. Mixed lines is kind of dangerous... but one thing tha...
- Wed Nov 20, 2024 10:23 am
- Forum: Balancing
- Topic: Went to Gleba first -- how to deal with stompers?
- Replies: 7
- Views: 742
Re: Went to Gleba first -- how to deal with stompers?
I can imagine it would be important to clear out some more space for your spore cloud to naturally dissipate and to allow you time to upgrade your defences. I just got biolabs at 0.76 evolution (DWM), and so far my tactic of killing regular rafts while leaving small rafts alive seems to still work ...
- Wed Nov 20, 2024 9:51 am
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 10496
Re: Friday Facts #436 - Lost in Translation
Yes, but they were saying that (also) kids should refrain from playing video games at all until they achieved a basic proficiency in English.
- Wed Nov 20, 2024 9:48 am
- Forum: Ideas and Suggestions
- Topic: improve artillery damage
- Replies: 16
- Views: 494
Re: improve artillery damage
Why would it be blocked, especially in vanilla SA ?
- Wed Nov 20, 2024 9:44 am
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 18
- Views: 970
Re: Gleba early game should be made easier significantly
Have you checked that it isn't already the case for the small rafts ?
Also, we're discussing Death World, so asking for weaker enemies seems a bit weird ?
Also, we're discussing Death World, so asking for weaker enemies seems a bit weird ?
- Wed Nov 20, 2024 9:39 am
- Forum: Ideas and Suggestions
- Topic: Sort asteroid chunks to the bottom of hub inventory
- Replies: 9
- Views: 275
Re: Sort asteroid chunks to the bottom of hub inventory
(To be fair my main issue was that I was long-storing chunks only in the hub, because the belt was only pass-through for them, but that seems to be an easy mistake to make when trying to keep logical conditions to a minimum ?)
- Wed Nov 20, 2024 9:35 am
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 39
- Views: 8372
Re: Version 2.0.20
New user here to the forums (sorry if this isn't the right place for this question) but with the recent changes I am seeing some odd behavior with neighborhood bonuses for both the fusion reactor as well as the nuclear reactor. I am not sure if there is something I am doing incorrectly but these va...
- Tue Nov 19, 2024 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Sort asteroid chunks to the bottom of hub inventory
- Replies: 9
- Views: 275
Re: Sort asteroid chunks to the bottom of hub inventory
Also, storing chinks in the hub seems to be kind of a trap anyway, (as mentioned by Tinyboss : «Unless storing chunks in the hub is a weird technique that's not meant to be used»), since I made a slightly different spaceship design that doesn't make them go through the hub (and doesn't make ammo go ...
- Tue Nov 19, 2024 9:37 am
- Forum: Ideas and Suggestions
- Topic: Sort asteroid chunks to the bottom of hub inventory
- Replies: 9
- Views: 275
Re: Sort asteroid chunks to the bottom of hub inventory
Yes, those filter slots would be 'lost' (and items kicked out of these slots) until you get these inventory spaces back, just like with filtered slots in personal inventory.
It's not like there's a good reason to remove cargo bays unless you're in the process of rebuilding the platform ?
It's not like there's a good reason to remove cargo bays unless you're in the process of rebuilding the platform ?