Search found 530 matches

by hitzu
Sat Apr 29, 2017 2:14 am
Forum: Balancing
Topic: offshore pump
Replies: 14
Views: 5053

Re: offshore pump

What if it would work without electricity by 5% of it max capacity. It will still feed boilers with water even after the shutdown. On a second thought: what this would add to the gameplay? Nothing but one extra power pole to place near the pump :D
by hitzu
Sat Apr 29, 2017 1:59 am
Forum: Gameplay Help
Topic: How to use % in an arithmetic combinator?
Replies: 11
Views: 5736

Re: How to use % in an arithmetic combinator?

WIZ4 wrote:I do not understand how percent works in an arithmetic combinator. Please explain me
This is the remainder of the division, not percents.
Это остаток от деления, а не проценты.
by hitzu
Sat Apr 29, 2017 1:46 am
Forum: Ideas and Suggestions
Topic: Shift+RightClick To Deconstruct
Replies: 13
Views: 4930

Re: Shift+RightClick To Deconstruct

Shift+LMB and Shift+RMB are reserved for copypasting the entity settings.
by hitzu
Sat Apr 29, 2017 1:39 am
Forum: News
Topic: Friday Facts #188 - Bug, Bug, Desync
Replies: 37
Views: 21926

Re: Friday Facts #188 - Bug, Bug, Desync

So, what now the plans for 0.16? :D
by hitzu
Sat Apr 08, 2017 2:57 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 48975

Re: Friday Facts #185 - Progress report

For those who are sceptical this is how modern night vision looks like

https://youtu.be/8bTgG2Ft4xQ
by hitzu
Fri Mar 03, 2017 10:05 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 67676

Re: Friday Facts #180 - Map interaction

And guys, if you really want to make the game to be more colorblind friendly then remember that the most contrast colors pair for normal vision people - red and green - don't work on colorblind people. So the red pollution on the green map for them looks like yellow pollution on the yellow map. Also...
by hitzu
Fri Mar 03, 2017 9:29 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 67676

Re: Friday Facts #180 - Map interaction

The electric network visualisation This one might be especially useful when you want to find out the reason of electricity breach. As with the previous one, it gives even more incentive to build electric network in OCD friendly way, as all the circumstantial electric pole placements are more than v...
by hitzu
Sat Jan 07, 2017 2:44 am
Forum: News
Topic: Friday Facts #171 - So long 2016
Replies: 37
Views: 22035

Re: Friday Facts #171 - So long 2016

Few requests for the kill statistic screen: - Why different kind of trees are separated? They're all trees after all. - Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat. Because that's how the stats works in the game. It ...
by hitzu
Fri Jan 06, 2017 11:44 pm
Forum: News
Topic: Friday Facts #172 - Blending and Rendering
Replies: 46
Views: 22933

Re: Friday Facts #172 - Blending and Rendering

Could you add few nodes in the middle of the curved tracks?
by hitzu
Fri Jan 06, 2017 11:41 pm
Forum: News
Topic: Friday Facts #171 - So long 2016
Replies: 37
Views: 22035

Re: Friday Facts #171 - So long 2016

Few requests for the kill statistic screen:

- Why different kind of trees are separated? They're all trees after all.
- Adding ammo spent (including laser shots) in the right window would be a nice feature to undertand the effectiveness of combat.
by hitzu
Mon Dec 05, 2016 1:02 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57623

Re: Friday Facts #167 - Reactors Operational

ssilk wrote: That curves have a wider radius.
No, they don't.
Image
by hitzu
Fri Dec 02, 2016 6:39 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57623

Re: Friday Facts #167 - Reactors Operational

Please. If you want change the size of boilers then make them a different item/entity and keep existing 1x1 boilers as a legacy item and block its recipe instead of replacing boilers like it was with turrets and breaking existing setups. So the transition within current saves would be smooth since p...
by hitzu
Wed Nov 30, 2016 6:50 am
Forum: Ideas and Suggestions
Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
Replies: 15
Views: 15343

Re: Vehicle Assembly Plant / no hand crafting of tanks / trains

I don't see the benefit of this idea for the vanilla gameplay. And why only trains? what about the assemblers or the steam engines? This sound more like tedious "realism" gameplay which is not really fun for me. +1 This doesn't make the game more fun. If you make locomotives and cargo wag...
by hitzu
Sat Nov 26, 2016 6:36 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 284948

Re: [MOD 0.14.20] Robot Army. 0.2.3

Fair enough... if you try using squads of distractor robots in the same numbers (or larger, squads of 50) will do better and move much faster than riflebots. I'm glad you still find a use for the riflebots Hm, I'll check this :) The problem is that I'm too lazy to change something that works just f...
by hitzu
Sat Nov 26, 2016 6:13 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 284948

Re: [MOD 0.14.20] Robot Army. 0.2.3

Okay, thanks for the feedback. How would you prefer balancing of these? Cost decrease or effectiveness in combat increase? I made flying bots once when I faced the problem with robots got stuck inside my factory. I thought flying bots are really flying above and don't get stuck over belts, but they...
by hitzu
Sat Nov 26, 2016 5:53 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 284948

Re: [MOD 0.14.20] Robot Army. 0.2.3

Can I get people's opinions on the flying robots? Has anyone actually used them? Or perhaps people can't use them because the tech is bugged and it isn't unlocking properly? I don't like them because they are very weak and almost everytime they outrun stronger robots and die one by one first. Also ...
by hitzu
Sat Nov 19, 2016 10:43 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 284948

Re: [MOD 0.14.20] Robot Army. 0.2.3

So what does force the squad to disassemble then? Is it normal behaviour?
by hitzu
Sat Nov 19, 2016 9:43 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 284948

Re: [MOD 0.14.20] Robot Army. 0.2.3

haha wow, damn robot mining site. so you can confirm that the droids are trying to attack/target the robot mining sites? When I removed all droid mining sites, battle droids started working well and went for hunting. For the sake of experiment I built another mining site just near the deployer, wai...
by hitzu
Sat Nov 19, 2016 5:33 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 284948

Re: [MOD 0.14.20] Robot Army. 0.2.3

EDIT: Well. As I suspected it's the Robot Mining Site mod's fault. :? ___________________________________________________________ So it's really weird. I updated the mod and they keep gathering. I set the squad maximum size to 25, but the southern squad is already 51 and growing. http://i.imgur.com/...
by hitzu
Fri Nov 18, 2016 3:16 pm
Forum: Ideas and Suggestions
Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
Replies: 15
Views: 15343

Re: Vehicle Assembly Plant / no hand crafting of tanks / trains

Of course, the problem isn't building it but if you want it to look *good* you won't have something that just spawns a car next to it when it's built. Ideally it would roll out of a shed or something but that's probably not possible. IDK if spawning a vehicle inside an entity is possible, but it wo...

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