Search found 90 matches
- 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 ...
- 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?
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?
- 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 ...)
- 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? - ...
- 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...
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...
- 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...
- 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 **** ...
- 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...
- 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...
- 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...
- 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...
- 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?
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?
- 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 ...
- 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?
Anyway any chance of having this as option?
- 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 ...
that why i posted this ...
- 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 ...
- 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...
- 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...
- 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...
- 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...