Search found 247 matches
- Tue Jun 30, 2015 5:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227845
Re: [MOD 0.11.x] Autofill
Also i found it better for my play style having "limits" removed from turrets ammo. 10 rounds per turret doesn't seem enough for me :) Depends if you autorefill them via inserter or not. if you use an inserter/belt combination for the turrets then 10 is just fine, it's the same amount tha...
- Tue Jun 30, 2015 3:17 pm
- Forum: Ideas and Suggestions
- Topic: Better Power Generation Indicators
- Replies: 10
- Views: 5220
Re: Better Power Generation Indicators
You have an indicator on entitys, the green bar which displays the current supply
Or do you mean a second indicator besides the bar? Like a low power symbol flashing like an alarm?
I don't now, would imho a bit to intrusiv.
Or do you mean a second indicator besides the bar? Like a low power symbol flashing like an alarm?
I don't now, would imho a bit to intrusiv.
- Mon Jun 29, 2015 6:06 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66921
Re: Discussing the (missing?) 4th type of transport!
Rockets are metalsheats with funnel and a sh... load of fuel ^^ don't know if thats what i call cool ;) The thing with planning in advance is, i can easiely fail, and that musn't even be your fault, just bad luck with rng. let's say for instance spare turrets, you can shoot 200 into space, may never...
- Mon Jun 29, 2015 5:45 pm
- Forum: Show your Creations
- Topic: One minute rocket defense
- Replies: 47
- Views: 46536
Re: One minute rocket defense
Well we're getting overworked belts for that.
But wow 5 fps, don't want to think about where i would land.. Stopmotion most likly
Nice factory, the Solardesing is something i might steal for myself looks quit good
But wow 5 fps, don't want to think about where i would land.. Stopmotion most likly
Nice factory, the Solardesing is something i might steal for myself looks quit good
- Mon Jun 29, 2015 4:17 pm
- Forum: Gameplay Help
- Topic: Right Click to Cancel Build Action
- Replies: 7
- Views: 9151
Re: Right Click to Cancel Build Action
Nope just press the key you've assinged to clear coursor (i think thats how it called in the option).
i think default is Q.
i think default is Q.
- Mon Jun 29, 2015 4:02 pm
- Forum: Outdated/Not implemented
- Topic: Express or Fast train signals
- Replies: 4
- Views: 10795
Re: Express or Fast train signals
Well, i think no need for a new signal, but it would certainly help if you could finetune the priority of the signals and in that end trains. I mean, if i could programm a signal so that trains on the main route hav always priority over trains that come from an Stop like mines or so. That would be h...
- Mon Jun 29, 2015 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Better Power Generation Indicators
- Replies: 10
- Views: 5220
Re: Better Power Generation Indicators
Well to be honest it wouldn't be much different, when your consumption bar turns yellow, you'll need more. And if later Accumulators and Solarpanels come into play, those bars aren't helpfull, as would your new bar. You'll see accumulators raise the potential output even if the aren't disscharge or ...
- Mon Jun 29, 2015 3:44 pm
- Forum: Mods
- Topic: [MOD 0.11.x] JANHCM 1.0.0
- Replies: 7
- Views: 10337
Re: [MOD 0.11.x] JANHCM 1.0.0
You could also extend the second assembler to deal with more ingrediends as far as i'm aware.
Well i think that would mean that you overwrite it with your own version, but would solve the problem as well, same could be done with Assembler 1 for that matter.
Well i think that would mean that you overwrite it with your own version, but would solve the problem as well, same could be done with Assembler 1 for that matter.
- Mon Jun 29, 2015 3:40 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177031
Re: Resource Spawner Overhaul - Discussion thread
Well it's not ecxatly like that. True it generates the chunks, but it was mentioned earlier in this thread, the generatet ores, especially at the border on the generatet section aren't shown as what they really are until you examine them. Usually that means the field gets a bit bigger than whats on ...
- Mon Jun 29, 2015 3:35 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66921
Re: Discussing the (missing?) 4th type of transport!
Well i think you will almost always end up extending existing sytsems, because there in place. The ropeway will look different but it uses the same system getting filled bringing stuff from a to b, the rocket will look different, it will based on the same priziple. A transporting system will be a tr...
- Sun Jun 28, 2015 10:05 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177031
Re: Resource Spawner Overhaul - Discussion thread
Logistics has the MK2 and MK3 Disel, MK2 needs Nickel and Zinc due to brass gears and invar, MK needs Titanium iirc. Which wouldn't be of much help regarding your rutile. Well i think i've scoutet somewhat around 2500 tiles north east and south (west is a Huge and i mean really Huge lake), i'm aitin...
- Sun Jun 28, 2015 10:00 pm
- Forum: Ideas and Suggestions
- Topic: On a proposal of the game, about the backpack!
- Replies: 5
- Views: 2121
Re: On a proposal of the game, about the backpack!
I thought he meant that the logistic request should be automaticlly deleted if fullfilled.
Well looking at it now, i think you're closer than i.
Well looking at it now, i think you're closer than i.
- Sun Jun 28, 2015 9:56 pm
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 52631
Re: Friday Facts #92 - Personal roboport
The coal age is not much fun to me. and routing coal half across the satrting area to get anything into gear, sounds not very funfactor raising to me. Ends only in more useless junk that ends up in wooden box shoot with a shotgun in the end. As it stands now, it's good to get power going, but not fo...
- Sun Jun 28, 2015 9:32 pm
- Forum: Gameplay Help
- Topic: Chemical Factory not accepting input. (.11.22)
- Replies: 11
- Views: 9085
Re: Chemical Factory not accepting input. (.11.22)
The liquid input seems to be determined by the recipe order.
seems to be designed that what, not sure why maybe wasn'T possible otherwise.
As for know there is not much but living with it
seems to be designed that what, not sure why maybe wasn'T possible otherwise.
As for know there is not much but living with it
- Sun Jun 28, 2015 7:57 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177031
Re: Resource Spawner Overhaul - Discussion thread
Hope he dosen't had planned to play that with Dytech or bob ores or something like that. If i think about my average ore distirbution, at least one or to will be far far away ... For most times i found at least one not nearer as 2000 tiles ... with the additional starting emptyness ... well happy hu...
- Sun Jun 28, 2015 7:47 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 261436
Re: Tips, Designs, & Tricks
If you compare the consumption of a boiler with the production of a engine, you'll find a difference between the two. the difference nnullifies at 5 engines to 7 bpilers ore 10 engines to 14 boilers. since an offshore pump supports 10 engines the rotatio is 10/14/1. i suspect you make a mistake by r...
- Sun Jun 28, 2015 2:24 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 177031
Re: Resource Spawner Overhaul - Discussion thread
Well never fiddelt with the starting area but the region size wasn't the cause. You have set the starting area to 8 regions (the starting area is in regions and iirc it stands in the comment for the option), and a region to eight which equates to 32by32 chunks by 8 regions, well 8200 chunks of space...
- Sun Jun 28, 2015 1:52 pm
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 52631
Re: Friday Facts #92 - Personal roboport
picking up and placing down the same drill from one patch on to another, is manual, you mine the drill run over an place it down. it's not as slow as hacking on the ore with a pick but it's manual nonetheless. also all crafting is manual, up to the first 10 since packs that goes into the first lab, ...
- Sun Jun 28, 2015 11:54 am
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 52631
Re: Friday Facts #92 - Personal roboport
Yes it is ... one burner mining drill and one furnace are not automated you'd need at least two drills, one for ore one for fuel. Running around picking up and placing the drill down, is as manual as hacking the stone and iron with a pickaxe for a second one. As transfering items or refueling by han...
- Sun Jun 28, 2015 2:05 am
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66921
Re: Discussing the (missing?) 4th type of transport!
True doubeling your speed by constand mass means quadrupeling your energy.
totaly forgot about that ... and totaly made the wrong math, squared the preformance.
My bad.
totaly forgot about that ... and totaly made the wrong math, squared the preformance.
My bad.