Search found 89 matches
- Sun Jul 05, 2015 11:39 am
- Forum: Ideas and Suggestions
- Topic: Better Power Generation Indicators
- Replies: 10
- Views: 5225
Re: Better Power Generation Indicators
P.S. For an even simpler readout, you could even combine the Max Output Capacity (Production) bar with the Consumption bar into just one bar, where the total length of the bar shows the Max Output Capacity, while the bar fills up to show the percentage that is currently being consumed. That's what ...
- Sun Jul 05, 2015 11:26 am
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 16456
Re: Safe Rail Crossing
In my opinion the gates shouldn't stop trains from passing. So if the gates are open the train will still pass this rail section. It shouldn't be a completely secure crossing but it should warn a player in advance that there is a train coming. I see. That could work too. I personally would not find...
Re: Attacks
If the expansion is outside your pollution cloud and doesn't make any pollution itself, then there will be almost no attacks unless some biter nests are very near. For a mining expansion you cannot avoid having some pollution, but if you put 3x efficiency I module in each electric miner, the polluti...
- Sat Jul 04, 2015 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 16456
Re: Safe Rail Crossing
This is a great idea. And of course while the gates are open no train enters this section.
You'd slow the train network down if you often ran around near the gates uselessly, but it'd be worth it.
You'd slow the train network down if you often ran around near the gates uselessly, but it'd be worth it.
- Sat Jul 04, 2015 8:02 pm
- Forum: Resolved Problems and Bugs
- Topic: Minor bug: Console/chat breaks when autosave is triggered
- Replies: 6
- Views: 4116
Re: Minor bug: Console/chat breaks when autosave is triggered
Awesome! This was annoying me a little.Oxyd wrote:I also fixed the related issue with your deconstruction planner and blueprint being cancelled when the autosave dialog shows up whilst you're still dragging.
- Sat Jul 04, 2015 7:54 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 11328
Re: Blueprint catalogue (instead of putting BPs in inventory)
Not sure if this is what you mean, but you can shift-click and it will place all the buildings in the blueprint that are not blocked. It was added in patch 0.11 I think, that was declared stable a few months ago.bobucles wrote:Edit: Is there a way to force a blueprint if something is blocking it?
- Mon Jun 22, 2015 5:29 am
- Forum: General discussion
- Topic: What modules should you put in a smelting setup w/ beacons?
- Replies: 11
- Views: 52539
Re: What modules should you put in a smelting setup w/ beacons?
Why do you have so many beacons next to your furnaces, isn't it more cost efficient to have more furnaces MeduSalem? Well, with 6 beacons per furnace, you get +270% speed. With 1 beacon, you get +20% speed. 3.7/1.2 = 3.08. So each furnace has three times as much throughput. That's why fewer beacons...
- Sun Jun 14, 2015 10:05 am
- Forum: Ideas and Suggestions
- Topic: Bot Exclusion Zones
- Replies: 19
- Views: 21752
Re: Bot Exclusion Zones
Exclusion zones might be almost as expensive to pathfind as always staying inside the roboport area. Though one straightforward method for bot ai comes to mind. Check if the goal is in range with current energy level and speed upgrades. This is hopefully trivially fast. If not, go through ALL the ro...
- Thu Jun 11, 2015 5:56 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 100269
Re: Fight
Random idea. An artillery piece that launches destroyer capsules. You'd need a way to coordinate firing several of them at the same time, because too few will just get destroyed. They could fly around randomly around the area they were launched to, to let all the nearby spitters take a shot. And als...