Search found 530 matches
- 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
- 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?
This is the remainder of the division, not percents.WIZ4 wrote:I do not understand how percent works in an arithmetic combinator. Please explain me
Это остаток от деления, а не проценты.
- 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.
- 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?
- Sat Apr 08, 2017 2:57 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 48975
- 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...
- 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...
- 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 ...
- 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?
- 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.
- 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.
- 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
No, they don't.ssilk wrote: That curves have a wider radius.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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?
- 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...
- 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/...
- 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...