Search found 12 matches

by F_W
Sun Nov 29, 2020 2:13 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 119322

Re: [MOD 0.15] AAI Industry

Just downloaded version 0.5.2

The new "Big Mining Drill" recipe seems to require itself instead of the previous mining drill
by F_W
Sat Nov 28, 2020 3:55 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.0] Map settings revert to default after closing and relaunching game
Replies: 8
Views: 4036

Re: [1.1.0] Map settings revert to default after closing and relaunching game

Map view settings are stored in the "[map-view]" section of config.ini. Thus they do not "reset", they are merely global and not per-savegame, same as for example shortcuts are. Unless maybe you're using steam-sync or similar and it's overwriting your config when you restart? Af...
by F_W
Fri Nov 27, 2020 5:20 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.0] Map settings revert to default after closing and relaunching game
Replies: 8
Views: 4036

Re: [1.1.0] Map settings revert to default after closing and relaunching game

I am pretty sure this is intentional. If so, then that's pretty disappointing. If we click on something to have it show up in map view, you would think that it's important enough that we'd want to keep seeing it every time we play and not have to re-enable it every time we launch the game While it'...
by F_W
Fri Nov 27, 2020 3:29 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.0] Map settings revert to default after closing and relaunching game
Replies: 8
Views: 4036

[Rseding91] [1.1.0] Map settings revert to default after closing and relaunching game

Took a break and only came back to the game for the 1.1 release so this may have happened earlier (one person in my reddit thread said this was also happening in 1.0) 1. Open the map view and enable pollution, electric networks, etc to be shown 2. Close and relaunch the game 3. Map view settings are...
by F_W
Sat Sep 14, 2019 6:58 pm
Forum: Railway Setups
Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
Replies: 156
Views: 102808

Re: [Experiment] Unloading 4 compressed blue belts per wagon.

Here's my contribution that sustains ~5.19 blue belts (14,010 items/min) of throughput and is tileable TiledBoth.jpg Middle belts show the 5 compressed blue belts plus slightly more (510 items/min) on the 6th belt. Outer belts show the throughput untouched To keep each row of boxes in the "stai...
by F_W
Sun Jul 28, 2019 8:48 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329342

Re: Friday Facts #305 - The Oil Changes

I believe advanced circuits (or even the suggestion of plastic, though I find that a bit too basic) are much better fit in Chemical science pack, especially than electric engines. The only use for electric engines are exoskeletons, robots (and utility science pack), and the rocket silo itself. All ...
by F_W
Sun Jul 28, 2019 8:16 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329342

Re: Friday Facts #305 - The Oil Changes

The idea of Heavy only and adding cracking is nice, quite functional and quite sensible, but a double-step cracking just to get the gas seems to be wtf tedious as you need to put vast majority of heavy into gas that way. This is only true if you MUST have red chips in the blue science recipe. Why n...
by F_W
Sun Jul 28, 2019 5:27 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329342

Re: Friday Facts #305 - The Oil Changes

There's no question that requiring sulfur is better than requiring solid fuel made from petroleum gas. But both are worse than requiring solid fuel made from light oil. It makes blue science much worse to deal with post-AOP, since now you lack the solid fuel sink that blue science was supposed to b...
by F_W
Sun Jul 28, 2019 12:03 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329342

Re: Friday Facts #305 - The Oil Changes

I think you misunderstood my point slightly. I also want the endgame to be hard. My concern is that if they make blue (chemical) science easier, people will then start complaining about the productivity science pack. Then what happens. Do the developers stand their ground, or make that one easier a...
by F_W
Sat Jul 27, 2019 10:25 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329342

Re: Friday Facts #305 - The Oil Changes

IT does not matter how easy or difficult the chemical science pack is with respect to the productivity science pack. If the difficulty of the Chemical Science Pack challenge is lowered, then there WILL be a larger gap to the science pack that follows. Think about it, you are delaying the lesson. Un...
by F_W
Sat Jul 27, 2019 7:17 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329342

Re: Friday Facts #305 - The Oil Changes

Also, I agree with some of the comments on reddit, and likely in this very thread too, namely, that oil processing isn't even the issue with chemical science . The problem is the recipe being made out of a bunch of complex things Completely agree with this statement. Engines and red chips are part ...
by F_W
Tue Jul 23, 2019 6:38 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 242820

Re: Friday Facts #304 - Small bugs; Big changes

Made an account just to post for the first time and give my opinion As a recently new player (<300 hrs), I felt that the big difficulty jump with blue science came not just from oil, but also 1) the slow recipe requiring 12 assemblers for proper ratio, 2) engines and red chips being so slow to make,...

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