Search found 36 matches
- Mon Aug 05, 2019 8:42 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61949
Re: Friday Facts #306 - Experimental Demo
I've played the introduction. Here are two small bugs 1. Just before the evacuation, Compilatron stood at a chest, and I lost ability to access it (see picture). 2. How can a player complete science consume challenge 12/m if all available sciences have been already researched? This situation may na...
- Sat Aug 03, 2019 11:44 pm
- Forum: Duplicates
- Topic: [0.17.62] Inserter arm always visible
- Replies: 1
- Views: 877
[0.17.62] Inserter arm always visible
I noticed this first during the demo, but its also infreeplay as well. Inserter arms - but not their bases - draw regardless of what they are supposed to be behind. This is most noticeable with power poles, as they are tall entities. Haven't tested with rocket silo that has a rocket IN it, but all o...
- Sat Aug 03, 2019 10:53 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61949
Re: Friday Facts #306 - Experimental Demo
Can the chest be filled by the wrong item, and clogging it? Just try it next time and tell me if it is bugged. Not bugged. I spent an hour slowly making gears. Got to about 1.6K gears in the chest before I got bored and wanted to see what else I could put in. Turns out the chest will take any item,...
- Sat Aug 03, 2019 7:58 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61949
Re: Friday Facts #306 - Experimental Demo
Thanks for the long feedback. It seems that a few of your points are simply you becoming confused because your regular Freeplay methodologies are not available in this scenario. I will address the other points because you have some good feedback here. No problem. I tried to justify my thought-makin...
- Fri Aug 02, 2019 11:18 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61949
Re: Friday Facts #306 - Experimental Demo
I just tried out the demo a bit. It's my first time doing it since the original pre-steam version. So my thoughts may be a mix of things changed in this newest changes and of the changes since the original overhaul. ------------ 1- The debris scattered around is strange. Half of them are minable (fo...
- Sat Jan 13, 2018 2:21 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 381342
Re: Friday Facts #225 - Bots versus belts (part 2)
Well, I chimed in a few pages back, but wanted to say something more: I'd like to see a few changes to robots (chest access limits per second, coupled with a new robot for cargo that can hold more, thus getting around the access limits for chests), but mostly some big quality of life changes for bel...
- Fri Jan 12, 2018 10:03 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 381342
Re: Friday Facts #225 - Bots versus belts (part 2)
1: Modules and Beacons being as they currently are means that there is really only one endgame layout that is optimal. Which is the ever famous alternating rows of beacons and assemblers, which everyone uses because it is clearly optimal. If modules and/or beacons were changed so that there was mor...
- Fri Jan 12, 2018 9:54 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 381342
Re: Friday Facts #225 - Bots versus belts (part 2)
(about belts) It is probably better to leave this issue as it is so that we don't break the existing game. And then at the end I strongly believe that bots should have a debuff. Come on. This kind of indecision in a team honestly doesn't put you in a very good light. Should we fear a bot nerf or sh...
- Fri Jan 12, 2018 8:13 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 381342
Re: Friday Facts #225 - Bots versus belts (part 2)
Hah, I actually had an idea exactly like this, but then I realized that basically we are just asking for trains, but smaller. Right now, I'm not in favor of adding a 4th type of logistics, unless bots routed themselves on this (can go forward and back and take sharp turns) and can pass eachother (f...
- Fri Jan 12, 2018 8:03 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 381342
Re: Friday Facts #225 - Bots versus belts (part 2)
Technology which would turn all belts into stack belts. You would research this and automagically all inserters, splitters and side-loading (also mining drills) would be able to make stacks on any type of the 3 belt tiers we have now. You don't get any new entity, but you get the choice between upg...
- Fri Jan 12, 2018 7:57 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 381342
Re: Friday Facts #225 - Bots versus belts (part 2)
As a heavy belt user (I get bored before I get too far into mega-base territory), here are a few things I'd love to see that would keep me from changing over to bots more often: Filter splitter - I love the filter splitter. I don't use mixed belts often, but it is a great change to the game. It coul...
- Sun Dec 17, 2017 7:20 pm
- Forum: Duplicates
- Topic: [0.16.4] Power Pole Fast-Replace Issue
- Replies: 2
- Views: 879
Re: [0.16.4] Power Pole Fast-Replace Issue
Aw mannnnn. I did a search for power poles, not electric poles and found no topic.
What about triangle connectors?
http://steamcommunity.com/sharedfiles/f ... 1234849965
What about triangle connectors?
http://steamcommunity.com/sharedfiles/f ... 1234849965
- Sun Dec 17, 2017 7:17 pm
- Forum: Duplicates
- Topic: [0.16.4] Power Pole Fast-Replace Issue
- Replies: 2
- Views: 879
[0.16.4] Power Pole Fast-Replace Issue
I've just tried out the power pole fast-replace feature. It doesn't come into use that often, but I found myself using it a few times in a brand-new map. I came across an issue where when I fast-replaced a pair of small poles that didn't connect, but were close enough to each other to connect as med...
- Sat Jul 22, 2017 4:05 pm
- Forum: Duplicates
- Topic: [15.30] Two ore types share same tile
- Replies: 2
- Views: 1037
Re: [15.30] Two ore types share same tile
sssssssssssssssssssssh.... The one time I don't bother to do a forum search....
- Sat Jul 22, 2017 4:00 pm
- Forum: Duplicates
- Topic: [15.30] Two ore types share same tile
- Replies: 2
- Views: 1037
[15.30] Two ore types share same tile
I've discovered a large coal deposit that spawned on top of an iron deposit. As I was being careful not to overlap my miner to get any iron with my coal miners, I noticed that there is a single spot that is giving iron that isn't supposed to. I looked closely, and by mousing over all 25 spots for th...
- Mon May 08, 2017 8:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] [Dominik] Train block its own path with chain signals
- Replies: 37
- Views: 48924
Re: [0.12.22] [Hanziq] Train block its own path with chain signals
I'm getting this as well. I use a simple roundabout. I use chain signals throughout, with a regular signal at the exit: steamcommunity.com/sharedfiles/filedetails/?id=817978254 HTTP part removed for lack of URL posting capability for first time posts. Note that this screenshot does NOT show the part...