Search found 90 matches

by CzBuCHi
Sun Mar 10, 2019 1:22 pm
Forum: Ideas and Suggestions
Topic: Ability to regenerate ores in generator
Replies: 2
Views: 695

Re: Ability to regenerate ores in generator

yea .. i tought so ... but it didnt hurt (me) to ask anyway ... :)
by CzBuCHi
Sat Mar 09, 2019 1:00 am
Forum: Ideas and Suggestions
Topic: Ability to regenerate ores in generator
Replies: 2
Views: 695

Ability to regenerate ores in generator

What?
Add ability to regenerate ores on map without changing water shapes.

Why?
Sometimes i found map with nice lakes but low on starting coal etc.


PS: Maybe ability to gereenerate only water/trees/ores/enemy?
by CzBuCHi
Sat Feb 23, 2019 8:52 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 156931

Re: Friday Facts #283 - Prepare to Launch

just noticed one thing: Transition between differnet belts looks wierd :/ ... shouldn't blue and red belts rotate under itself as yellow one? (i know there isnt much pixel space but still ...)
by CzBuCHi
Fri Feb 15, 2019 6:18 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 85434

Re: Friday Facts #282 - 0.17 in sight

does this mean seasons / weather could be a thing now? This is all done once at generation time (and isn't as quick as my animations make it look), so doesn't do anything to make tiles change dynamically during a game. how hard would be to run some script on each tile, that will update moisture? - ...
by CzBuCHi
Sat Feb 02, 2019 6:47 pm
Forum: Implemented Suggestions
Topic: Basic oil processing use only one input
Replies: 5
Views: 1404

Basic oil processing use only one input

What?
Use only one input on refinery when `Basic oil processing` recipe is used.

Why?
Because every time im placing refineries i need to google on which side water is going in `Advanced oil processing` recipe so i dont need to tear half of my pipes later when i connect it wrongly...
by CzBuCHi
Sat Jan 05, 2019 1:21 pm
Forum: Ideas and Suggestions
Topic: Player running speed based of zoom.
Replies: 3
Views: 1020

Player running speed based of zoom.

TL;DR Make player avatar running speed function of zoom. (faster when vieving large area, slower when smaller) What ? When player zoom-in to view some factory detail and has bunch of exosceletons in PA avatar moves too fast - its hard to position avatar on specific tile (read: tile where isnt any b...
by CzBuCHi
Tue Oct 09, 2018 7:37 pm
Forum: Railway Setups
Topic: Chunk-aligned modular railway system with LTN Stations
Replies: 132
Views: 188058

Re: Chunk-aligned modular railway system with LTN Stations

Great prints for great mod! My inner OCD :twisted: found one disturbing bug in all stations: When first train arives in station it tears apart red and green wires because theyre too low over the track... and she screams at me a lot when see that (ofc she is she, because frankly he would give a **** ...
by CzBuCHi
Sun Oct 07, 2018 4:27 pm
Forum: Ideas and Suggestions
Topic: Copper wire automatic connection
Replies: 7
Views: 3361

Re: Copper wire automatic connection

that true ... but game knows all currently existing pole locations so it can use that: when new pole is added game try to connect it horizontaly or vertically to other poles (which handles almost all cases) and only no pole was found then search for any other connection That sounds like a reasonabl...
by CzBuCHi
Sun Oct 07, 2018 4:17 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 131320

Re: [0.12] Bugs, crashes & other issues

Hello, great mod. Im having issues with manual driving: locomotive seems not to react to 'brake' key (forward nor backward - depends on current moving direction). brakes work as expected in automatic mode and when player is in wagon / loco without farl module quick fix is jumping out of loco and jum...
by CzBuCHi
Sun Oct 07, 2018 10:33 am
Forum: Ideas and Suggestions
Topic: Copper wire automatic connection
Replies: 7
Views: 3361

Re: Copper wire automatic connection

game has no way of knowing in advance whether more poles will be placed that true ... but game knows all currently existing pole locations so it can use that: when new pole is added game try to connect it horizontaly or vertically to other poles (which handles almost all cases) and only no pole was...
by CzBuCHi
Tue Oct 02, 2018 9:32 pm
Forum: Ideas and Suggestions
Topic: Show circuit network signal on non-pole entity
Replies: 14
Views: 4494

Show circuit network signal on non-pole entity

TL;DR Show circuit network signal on non-pole entity (anything, that can have red/green wire attached to itself). What ? Currently to know what signals are for example on inserter extra pole and red+green wires are needed, because hovering over inserter dont show any signals, that are applied to it...
by CzBuCHi
Fri Sep 28, 2018 5:09 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 52976

Re: Friday Facts #262 - Hello my name is: Compilatron

Nice, but first two questings that pop in my head are:
1) What happend when player shot at compilatron? (will shot back or just politely send player somewhere?)
2) What happend when compilatron have close encounter with train? :)
by CzBuCHi
Wed Sep 19, 2018 12:38 pm
Forum: Ideas and Suggestions
Topic: Robot request should be fullfilled by robots in network
Replies: 3
Views: 1233

Re: Robot request should be fullfilled by robots in network

I disagree. if I put 100 robots in a roboport in a remote base, then I'd expect that network to keep 100 robots, not drop to 50 just because I walk by after losing all my own robots. that happend only if u leave request for robots in logistic request ... okay ... we need one-time ligistic requests ...
by CzBuCHi
Wed Sep 19, 2018 12:31 pm
Forum: Not a bug
Topic: Robots leave roboport network if lost power
Replies: 3
Views: 1286

Re: Robots leave roboport network if lost power

Ah ... okay .... i was expecting, that robot simply park itself inside that roboport until power is restored - and not move at snail speed to active roboport 10000 tiles away cross enemy territory ...

Anyway any chance of having this as option?
by CzBuCHi
Tue Sep 18, 2018 3:11 pm
Forum: Ideas and Suggestions
Topic: Science packs tweaks
Replies: 3
Views: 1523

Re: Science packs tweaks

I know they`re tweaking science - like special research, that unlock science pack (not as now, when Advanced electronics opens blue)

that why i posted this ...
by CzBuCHi
Tue Sep 18, 2018 12:22 pm
Forum: Ideas and Suggestions
Topic: Science packs tweaks
Replies: 3
Views: 1523

Science packs tweaks

TL;DR 1. Swap Military science and Science pack 3 in production grid 2. Rename Science Pack 3 to Oil Science 3. Change Oil Science recipe to Lubricant, Plastic and Acid (or Lubricant, Plastic, Sulfur and Water ? ) - builded in tech plant and not assembly machine Why ? ad 1) Military science is way ...
by CzBuCHi
Sun Sep 09, 2018 8:07 am
Forum: Ideas and Suggestions
Topic: Robot request should be fullfilled by robots in network
Replies: 3
Views: 1233

Robot request should be fullfilled by robots in network

When player take logistic request on robots and none are in storage, then robots, that are in roboports / flying around should fullfill that request. Why? So player dont need to play "Where's Wally" everytime he needs some construction bots to build outpost and all are in roboports all ove...
by CzBuCHi
Sun Sep 09, 2018 7:58 am
Forum: Not a bug
Topic: Robots leave roboport network if lost power
Replies: 3
Views: 1286

Robots leave roboport network if lost power

Have 2 separated roboport networks. When one network lost its power all bots starts flying to second one (which has power). I would expect, that when roboport dont have power to recharge robots these robots try find another roboport IN SAME ROBOPORT NETWORK and if none found, then store itself insid...
by CzBuCHi
Sun Aug 26, 2018 10:24 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 155541

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

I need little help with oil .... I have this production block [image] - basically i wanna crate refinery, that produces (per second) 25 lubricant and acid, yellow belts of plastic, bateries and explosives, then crack all excess oil to gas and convert it to solid fuel so there would be no oil/gas exc...
by CzBuCHi
Sun Aug 19, 2018 9:48 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 48048

Re: Friday Facts #256 - The little things 3

Items not spilling on belts: - so no more reloading last save? :o) Tile ghost tweak: - can u create 3rd list for deconstructing things - and make that list priority? - because often i found bot hovering over tree marked for deconstruction, to place item ... which can lead to all bots chilling in for...

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