Search found 80 matches
- Sun Oct 25, 2015 12:42 am
- Forum: Multiplayer
- Topic: Looking for peoples :3
- Replies: 6
- Views: 10993
Re: Looking for peoples :3
Definitely interested. I'm really quite good at single player. How do I join your multiplayer?
- Sat Jan 18, 2014 1:20 am
- Forum: Implemented Suggestions
- Topic: Doors and Gates
- Replies: 19
- Views: 8795
Re: gate
The simplest way would be to have a building which is not solid to the player, or cars, but solid to enemies. It builds a forcefield, which disappears when collided with.
- Sat Jan 18, 2014 1:17 am
- Forum: Ideas and Suggestions
- Topic: bridges, boats, oceans, depleting water
- Replies: 9
- Views: 7723
Re: bridges, boats, oceans, depleting water
I think basic bridges are really simple. They just change the water into a square of brick, which is now passable. You just build them from stone bricks and place them. Boats could be cars that can only go on water. And it would be cool if there was a hybrid vehicle that could go on both water and l...
- Sat Jan 18, 2014 12:58 am
- Forum: Ideas and Suggestions
- Topic: Bot interface?
- Replies: 9
- Views: 4008
Re: Bot interface?
With the belt example, there are a few simple solutions: 1) Damaged items are simply rebuilt as they were by default. 2) Belts are allocated to certain resources (one for each side). The AI knows that it needs a coal belt connection from the coal mining to the boilers. It compares prototypes for whe...
- Sat Jan 18, 2014 12:52 am
- Forum: Ideas and Suggestions
- Topic: storehouse/warehouse
- Replies: 16
- Views: 8605
Re: storehouse/warehouse
I think the easiest and simplest way is to allow a 2x2 storage facility, which is crafted from 5 steel chests + 5 steel and stores 5 steel chests worth of items.
Things go to and from it with inserters.
Things go to and from it with inserters.
- Wed Nov 20, 2013 4:49 pm
- Forum: Gameplay Help
- Topic: Build Time Confusion?
- Replies: 2
- Views: 4726
Build Time Confusion?
The build time/process time is important to know how many of each machine I need in a process step to create an optimal machine. A productivity module 1, for example, says 'Time: 30' above the circuits and advanced circuits required. It also has a raw material time icon with 107.5. Neither of these ...
- Tue Nov 19, 2013 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Improved Editor Implementation Suggestion
- Replies: 1
- Views: 2299
Improved Editor Implementation Suggestion
On the last Friday Facts, it was stated that it was unknown how chests would be improved. I think it would be good to reuse the logistic robot interface, both for consistency, and because it would save development time. To give an example, you would click on a chest and a screen would pop up with sl...
- Mon Oct 21, 2013 3:21 am
- Forum: Not a bug
- Topic: [0.7.2] Ctrl To Insert Feature Weirdness
- Replies: 2
- Views: 3461
[0.7.2] Ctrl To Insert Feature Weirdness
So I lately found this really handy secret feature which you can use to quickly fill up chests, ovens, etc... If you put a resource (like an ore) in the quickbar (which you have to do manually, Ctrl wont work for that), then switch to that item and hold Ctrl, it inserts into whatever you click on, u...
- Sun Oct 20, 2013 11:46 pm
- Forum: Resolved Problems and Bugs
- Topic: Ores Not Appearing On MiniMap?
- Replies: 2
- Views: 1610
- Sun Oct 20, 2013 11:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.2] Random Items In Requester Chests
- Replies: 4
- Views: 2189
[0.7.2] Random Items In Requester Chests
I have noticed in a few places that random items have been deposited in some of the requester chests. It's always a multiple of 4, and usually a very small number. They're all items that I have at one point requested. My theory is that when logistic robots have no requests for the item they are carr...
- Sun Oct 20, 2013 11:20 pm
- Forum: Ideas and Suggestions
- Topic: Scarcity Of Iron
- Replies: 12
- Views: 8746
Re: Scarcity Of Iron
Can you make iron ore spawn overtop of other ores? ie Change the order when the map generates new areas. There's probably a way to do this without rendering current maps obsolete. It really decreases the amount of iron relative to other ores, especially when I increase the ore's frequencies, as I te...
- Sun Oct 20, 2013 8:40 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Collision Box On Items
- Replies: 7
- Views: 4904
Re: Reduce Collision Box On Items
I think you summed up quite nicely some of the other reasons for more spread out factories, including being able to drive around and leaving space for railway lines later. The main reason I like to have a spread out factory is so that I have space to expand sections and add additional conveyer lines...
- Sat Oct 19, 2013 12:12 pm
- Forum: Implemented Suggestions
- Topic: Power Suit
- Replies: 1
- Views: 2300
Power Suit
I have an idea for a suit that allows you to move faster. It simply increases the walking speed, so you can get around faster in tight spaces and with the same control of walking.
- Sat Oct 19, 2013 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Collision Box On Items
- Replies: 7
- Views: 4904
Re: Reduce Collision Box On Items
There is no legitimate reason I can think of to not have a small space around all the buildings so you can freely move, with the exception of walls which are designed for the express purpose of blocking passage. (And I feel those badly need gates.) Right now I spend a good chunk of time stumbling ar...
- Sat Oct 19, 2013 11:52 am
- Forum: Ideas and Suggestions
- Topic: Scarcity Of Iron
- Replies: 12
- Views: 8746
Re: Scarcity Of Iron
My understanding is that the map stores the amount of only one resource. It would be cool to store the amount of every resource separately, but obviously it would take 4 times as much memory to store the map. My current playing experience has been mining everything fairly evenly as I move around (th...
- Thu Oct 17, 2013 7:19 am
- Forum: Ideas and Suggestions
- Topic: Scarcity Of Iron
- Replies: 12
- Views: 8746
Scarcity Of Iron
Iron is used about 2-4 times as commonly as all the other ores (especially when you consider steel), and yet there is less of it on average, because the other ores are generated afterwards. 1) It would be great if iron was generated last, overtop of all the other ores. 2) Some sort of modification t...
- Thu Oct 17, 2013 6:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.1] Item count bug. Shows 4.3G?
- Replies: 3
- Views: 1892
Re: [0.7.1] Item count bug. Shows 4.3G?
I can confirm max unsigned int: 4,294,967,295, which would be displayed as 4.3G
Hope you like conveyer belts.
Hope you like conveyer belts.
- Thu Oct 17, 2013 6:15 am
- Forum: Ideas and Suggestions
- Topic: Reduce Collision Box On Items
- Replies: 7
- Views: 4904
Re: Reduce Collision Box On Items
I usually place electric mining drills 2 squares apart, but there are situations where it's not possible or it requires redoing all the layout that I've done. For proof of a situation, just imagine a passage between two lakes that is exactly 3 tiles wide and more than 3 tiles in length. The passage ...
- Thu Oct 17, 2013 6:03 am
- Forum: Ideas and Suggestions
- Topic: Logistic System Suggestions
- Replies: 7
- Views: 6273
Re: Logistic System Suggestions
Hm. I dunno if priorities would solve the problem, that some chests aren't filled. But another algorithm does. I think the algorithm should try to have the chests equally filled up for one type of item. Makes totally sense to me. Example: chest1 requests 100 items, chest2 10000. Both are empty and ...
- Thu Oct 17, 2013 2:17 am
- Forum: Ideas and Suggestions
- Topic: Logistic System Suggestions
- Replies: 7
- Views: 6273
Re: Logistic System Suggestions
That would match my observation. It's most likely represented as a LinkedList, a structure where each entry points to the data location of the next item. As an example of how you could easily create a heirarchy (Urgent, High, Medium, Low), you simply create a pointer for the start and end of each li...