Search found 2124 matches
- Sat Feb 08, 2020 11:52 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 33336
Re: Recommendations: More Achievements
10) drive a vehicle x number of feet/miles Oh, come on... Stop using those archaic measures. Ok, how about: “Drive a vehicle 100 undecillion Planck Lengths.” That's educational :idea: Also even more solid than lightyears, because even lightyears, parsecs, or so on are STILL not universal, because t...
- Fri Feb 07, 2020 2:15 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1016899
Re: [0.17] Sea Block Pack 0.3.8
Compared to the earlier version I played, I have to say, I really like the shorter path to basic crystallization. Oh, what is the difference ? Two differences, at least two that were obvious enough. One, Green algae, there is a lower tier recipe than before. The current T2, mineralized water plus c...
- Fri Feb 07, 2020 5:19 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1016899
Re: [0.17] Sea Block Pack 0.3.8
Finally got a stable setup, which doesn't require me constantly micromanaging. A few things will stop eventually, mainly the landfill maker, which is just eating steam from a steamtank I had sitting there earlier, and the blast furnaces, which don't have a Charcoal input. Past that, Charcoal is fina...
- Thu Jan 02, 2020 12:25 am
- Forum: Ideas and Suggestions
- Topic: Automatic scouting drones
- Replies: 5
- Views: 2214
Re: Automatic scouting drones
There are two elements in game with similar effects already. Radar, and more specifically, radar outposts. A single radar and a bunch of solar panels+ accumulators. Not sure exact ratio, but its probably easy to find. Reveals a large area, eventually, and you can build it with bots. Make a bunch of ...
- Sun Dec 22, 2019 8:18 pm
- Forum: Ideas and Suggestions
- Topic: New Quickbar
- Replies: 19
- Views: 5165
Re: New Quickbar
The only complaint I have about the new quickbar is it's lack of intuition. Dragging shortcuts aroujd copys them instead or moving or swapping. The middle mouse button is default instead of right click. There is no longer an effect where new item types show up in the bar. I am used to it, and I pref...
- Wed Nov 27, 2019 1:24 am
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 421423
Re: Games Like Factorio
I never said clones are bad. Just saying that it doesn't look like it is doing anything factorio isn't. The other examples have significant differences, despite being inspired. A clone is fine as long as it goes in a different direction, or puts it's own spin on things. Rollercoaster tycoon 1 and si...
- Sat Nov 16, 2019 7:45 pm
- Forum: Not a bug
- Topic: [0.17.74] Possible bug - Cliff gaps
- Replies: 9
- Views: 2760
Re: [0.17.74] Possible bug - Cliff gaps
I had this same issue. Removing squeakthrough fixed it. Ignoring it is also an option, albiet less satisfying.
In any case, list the mods you used. Kinda hard to help otherwise.
In any case, list the mods you used. Kinda hard to help otherwise.
- Fri Nov 08, 2019 6:36 pm
- Forum: Not a bug
- Topic: [0.17.76] Armor GUI doesn't change when changing armor
- Replies: 3
- Views: 1186
Re: [0.17.76] Armor GUI doesn't change when changing armor
Not exactly a bug, but is confusing until you figure it out. And yes, I want it changed too. Opening the armor Gui opens it, but the game doesn't associate that with it being equiped armor. So, on swapping armor, it doesn't close the armor you removed, or open the one you just equipped. It makes mor...
- Fri Nov 01, 2019 1:30 am
- Forum: Modding interface requests
- Topic: Rendering to render between tile layers
- Replies: 1
- Views: 764
Re: Rendering to render between tile layers
In Industrial Revolution, the crushed ore type tiles end up with decorations on top of it, because they are set to be below existing tiles. This would allow a fix.
Not sure if the intent is to use a string to sort layers, like recipes, or add fractions, and I have no idea how it works internally.
Not sure if the intent is to use a string to sort layers, like recipes, or add fractions, and I have no idea how it works internally.
- Mon Oct 28, 2019 3:06 pm
- Forum: Minor issues
- Topic: [0.17.72] Inserter deadlock trying to overfill assembler
- Replies: 10
- Views: 2958
Re: [0.17.72] Inserter deadlock trying to overfill assembler
Huh. This requires science.... Lets see. Manually put in 198 items, and an inserter with access to the items. See if it puts in 3. Do it again, with 195 and two linked inserters. As in circuit enables. See if it tries to put in 3 twice. Try the same with a recipe that doesnt limit break. Try it agai...
- Mon Oct 28, 2019 12:10 pm
- Forum: Minor issues
- Topic: [0.17.72] Inserter deadlock trying to overfill assembler
- Replies: 10
- Views: 2958
Re: [0.17.72] Inserter deadlock trying to overfill assembler
By any chance, did you dump Extra items into the assembler? I do that a lot with furnaces and sometimes it clogs the system.
- Sat Oct 26, 2019 9:39 pm
- Forum: Modding help
- Topic: Making trees stronger the farther they are from the spawn point
- Replies: 4
- Views: 1356
Re: Making trees stronger the farther they are from the spawn point
I can't give much more than sanity checks. That looks like it should work.
Mod is enabled.
Data is actually running. The include file thing.
Correct entity table.
Correct field names.
Past that, find a similar mod (adjusts all entities of a type) and copy from that before making changes.
Mod is enabled.
Data is actually running. The include file thing.
Correct entity table.
Correct field names.
Past that, find a similar mod (adjusts all entities of a type) and copy from that before making changes.
- Fri Oct 25, 2019 4:17 am
- Forum: Not a bug
- Topic: [0.17.73][Modded] Outrunning map generation
- Replies: 7
- Views: 1797
Re: [0.17.73][Modded] Outrunning map generation
This is actually vanilla. If you use Ghost Mode (No character, free movement) it is trivial to reach the edge of generated map. Never considered that they would be a mod that let you stack so much speed that it would be a legitimate issue though. The best solution I can think of is to treat incomple...
- Sun Oct 20, 2019 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Sulfur crystals irregular sprite?
- Replies: 13
- Views: 3351
Re: Sulfur crystals irregular sprite?
Its not really natural, given you synthesize it.
That said, given the current sprite is clearly irregular, it should probably be either made to look artificially shaped or else natural, like you said.
That said, given the current sprite is clearly irregular, it should probably be either made to look artificially shaped or else natural, like you said.
- Thu Oct 17, 2019 6:32 pm
- Forum: General discussion
- Topic: Criticism: Belt Immunity Equipment
- Replies: 39
- Views: 13738
Re: Criticism: Belt Immunity Equipment
Admittedly, my opinion on the subject is that each tile should be graphivally twice the size, and all the 2x2 be shrunk to 1x1. And the squares changed to rectangles, such that the odd 1 by X gaps aren't a thing. It's actually not fun having seriously different sizes or shapes for equipment. Would b...
- Tue Oct 15, 2019 5:00 am
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 20200
Re: Niggles and nitpicking - player preferences
The two things I think are unusual that I do. Belt lockers. In various locations I set up a little circuit thing eith a belt that turns the belt ofd if a forbidden item goes through. This because I tend to accidently contaminate things and this ensures it isn't a complete mess. Hobbiest -> normal ->...
- Tue Oct 15, 2019 4:51 am
- Forum: Modding help
- Topic: Recipe components showing in random order
- Replies: 3
- Views: 834
Re: Recipe components showing in random order
You should check the sorting string for those items. Odds are it uses that as the order.
Admittedly I never checked, so it might be the item's internal name or something else.
Admittedly I never checked, so it might be the item's internal name or something else.
- Mon Oct 14, 2019 10:23 pm
- Forum: General discussion
- Topic: Criticism: Belt Immunity Equipment
- Replies: 39
- Views: 13738
Re: Criticism: Belt Immunity Equipment
Remove it. Add the functionality to exoskeleton equipment. Alternatively. Remove it. Add it as a toggle like personal roboport or exoskeleton equipment. Alternatively Alternatively. Also my original suggestion before the equipment was added. Remove it. When standing on a belt, and not issueing a mov...
- Sun Oct 13, 2019 1:46 am
- Forum: Balancing
- Topic: Gun turret range
- Replies: 21
- Views: 9149
Re: Gun turret range
Either A t2 gun turret, or a range upgrade maybe? And by t2 I mean extra range and nothing else.
- Sat Oct 12, 2019 1:09 am
- Forum: Balancing
- Topic: Belt speeds
- Replies: 24
- Views: 8832
Re: Belt speeds
Isn't the extra space taken up a problem, especially in deathworld? Or are the resource costs really that much more a problem? And yes, I always end up using red and then blue underneathies early. Mainlu because distance, partly because I upgrade everything else later but using the extra distance im...