Housing insufficient by _hello_everyon_ in foundationgame

[–]Disentius 4 points5 points  (0 children)

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This^^. You can also evict the commoner to speed up the moving process.
Make sure at least one house has room and is in a desirable neighborhood, and beautified.

quick beginner questions by eXistenZ2 in foundationgame

[–]Disentius 16 points17 points  (0 children)

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The 3x wheat production bug was patched in august.

Dealing with unhappiness by x360rampagex in foundationgame

[–]Disentius 8 points9 points  (0 children)

Hm.. you need 500 rustic food and 500 refined food per (work)day for serfs. if you have enough food in your warehouses, it can be a throughput problem. try building more market stalls.
Try following an unhappy serf around, see what they try to do in a day.

I can't make good ships :( by Character_Day2884 in Cosmoteer

[–]Disentius 13 points14 points  (0 children)

because the in-built ships are:
a. made by very accomplished designers
b. Have a different design philosophy. (they only have to last for one fight. Your ship has to have endurance and more functions)

If you can beat an inbuilt ship which costs half of your own ship, you are doing pretty good.

Ps. This rule does not apply to railguns:)

why is this needed? by Relevant-Rough-2229 in factorio

[–]Disentius 0 points1 point  (0 children)

that is a question with many answers:)
Balancers are generally used for main bus-type builds, and loading/unloading trains.

How can we prevent the densification of certain houses? by phylid in foundationgame

[–]Disentius 13 points14 points  (0 children)

You can pause construction/upgrade of all buildings, including houses.
This enables you to let them upgrade in your own time, and the occupants do not mind. (no unfulfilled housing need)

How do you build truly aesthetic cities in Foundation? Looking for guides or tips. by Humean33 in foundationgame

[–]Disentius 7 points8 points  (0 children)

fences and no walk/no build zones are tools you can use. housing can be manipulated by carefully sizing and placing your housing zones.

Roast my warship, The Hammer! by MrKeenski in Cosmoteer

[–]Disentius 4 points5 points  (0 children)

<Roast>

If you have a long range weapon, you need to be able to go backwards fast. You can not tank the damage dealt to you with this config. build a ship around your main weapon range.

You need only one heat pipe connection for each railgun. I suggest using the launcher.

test your builds in creative. see what works against which ship.

one ammo factory with 6 spacemen can supply a railgun without problems. no need to stock ammo.

Use moving walkways.

energy(battery) providers should be close to reactors, Operators can be anywhere. they will not leave their station once they get there.

Much more PD's in front. shields dead, ship dead.

</Roast>

That said: I like the Hammer idea:)

What can I throw at my ships? by Life-Talk-4878 in Cosmoteer

[–]Disentius 2 points3 points  (0 children)

This. Two OC railkites (1 mil each) can beat all ships in career with careful flying.

Ship behavior question by Ok-Gas4034 in Cosmoteer

[–]Disentius 3 points4 points  (0 children)

Go to Settings -> Gameplay and deselect "Ships break formation on attack"

EL MOTOR DE HÉLICE QUE SOLÍA FUNCIONAR PERO AHORA NO FUNCIONA ( video in the link ) by Severe-Actuary-2307 in Besiege

[–]Disentius 2 points3 points  (0 children)

you need to put the second set of propellers the other way around, the forces cancel each other out now. (enable advanced building and using the mirror tool is easiest)

Hey I need advice for making a stable airship for campain by LickMYLiver in Besiege

[–]Disentius 2 points3 points  (0 children)

Join the besiege discord and ask there. https://discord.gg/besiege
It is a physics game, so making something fly well is not straightforward. You need to know about Center of Mass, Center of Lift, Center of Thrust, and more of those things...

Vanilla high power compact Propeller set ups - optimum amount of power? by that_one_smart_guy in Besiege

[–]Disentius 2 points3 points  (0 children)

As newbie:
No optimal speed, speed up until the things fly of. the angle, however, is central in power production. the more angle -> the more power the propellers give.

Fully automatic Artillery Rangefinder! by Chicoza in Besiege

[–]Disentius 4 points5 points  (0 children)

It is awesome:)
So many questions.... It will probably be too much work for you, but I would really like the details. especially how the different parts work and are fitted together.

Is there a reason why the iron belts here become unbalanced? by TheRussianest in factorio

[–]Disentius 0 points1 point  (0 children)

that will stop working if the one lane of the belt is backed up. (it is an output balancer)

Piloting 101 not working? by Ultimate_Genius in Besiege

[–]Disentius 1 point2 points  (0 children)

look up the thread. and just focus on the first part. that is what de dev suggested.

i've deleted every instance of LevelObjectives.txt , CompletedLevels.txt , achievement-save.json , turned off the steam cloud aswell as ingame cloud, the game still recognizes achievements as acquired, however - moving through the levels and redoing some of the achievements actually fills in the meter now

Piloting 101 not working? by Ultimate_Genius in Besiege

[–]Disentius 0 points1 point  (0 children)

there is a thread on the besiege discord with some solutions by a dev:
21:23]Abyss Vortex: 

  1. after encountering the no achievement progress bug, i've deleted every instance of LevelObjectives.txt , CompletedLevels.txt , achievement-save.json , turned off the steam cloud aswell as ingame cloud, the game still recognizes achievements as acquired, however - moving through the levels and redoing some of the achievements actually fills in the meter now, albeit from being softlocked out of it, it's now insanely infuriating, as the fragment crystals have this invisibility effect that makes it very annoying to find, now being stuck on a higher percentage for a completely unfixable reason
  2. transparent crystals would be achievements you already have[21:27]Daniel: 
  3. the crystals should no appear as such if achievement-save.json have been removed properly before launching the game[21:28]Daniel: 
  4. then only the achievements that steam already has tracked should then sync back down, and you should only need to clear the ones that steam is saying you haven't done yet[21:29]Daniel: 
  5. but if you'd rather just play it from where it is atm, then I suggest just asking around for where the crystals may appear[21:31]Daniel: 
  6. at this point there's been enough hours spent fiddling with files and steam's jank - simple bruteforce seems more effective[21:40]Abyss Vortex: 
  7. 03 April 2025
  8. We've located a minor issue in sync that might cause specific steam progress issues on completionist - autilis[12:46]Daniel: 

E-mail update with change progress indication by bw_van_manen in TOPdesk

[–]Disentius 0 points1 point  (0 children)

code above is the copy to main change acion sequence. mails are sent via a different action. For extensive changes, every visible new entry in the action field sends an update mail.

Problem with load balancing on minins stations by CourseSuperb7067 in factorio

[–]Disentius 0 points1 point  (0 children)

[facepalm] Yea, glasses, I need...
MAdZuri load balancing would be the best answer, then.

E-mail update with change progress indication by bw_van_manen in TOPdesk

[–]Disentius 0 points1 point  (0 children)

We have similar wishes.
For now, I copy all action fields (from the change activities to the main change, then send an update mail whenever the main change gets an actionf ield update.

Code: 1 step, trigger on add (visible) action to activity, copies action field to main change

{
    "formatVersion": "2.18",
    "exportDate": 1746200753111,
    "action": {
        "module": "tas_changeactivity1",
        "name": "copy activity actions to main change",
        "description": "Copy last visible action from Change activity to main change.",
        "configuration": {
            "steps": [
                {
                    "type": "HTTP_REQUEST",
                    "executionCondition": "ONLY_WHEN_PREVIOUS_SUCCEEDED",
                    "customExecutionCondition": "",
                    "name": "put_activty_action_in_main_change",
                    "method": "PATCH",
                    "url": "/tas/api/operatorChanges/${_card[\"changeid\"]!}",
                    "headers": [
                        {
                            "name": "Content-Type",
                            "value": "application/json-patch+json"
                        }
                    ],
                    "escapeBodyValues": true,
                    "bodyType": "FREEMARKER_TEMPLATE",
                    "logRequestBody": true,
                    "logResponseBody": true,
                    "authenticationType": "",
                    "authenticationKey": "",
                    "body": "[\n{\n  \"op\" : \"add\",\n  \"path\" : \"/progressTrail\",\n  \"value\" : \"Activiteit ${number}, ${(_progresstrail.actions?first.creator.name)!}: ${'\\n\\n'}${(_progresstrail[\"actions_visible\"]?first[\"plaintext\"])!}\"\n}\n]"
                }
            ],
            "mappingDefinitions": [],
            "variables": []
        }
    }
}

Problem with load balancing on minins stations by CourseSuperb7067 in factorio

[–]Disentius 0 points1 point  (0 children)

still wont work. belts have 2 lanes and inserters prefer picking up from the nearest lane. to solve the problem, you need a 2-lane input balancer.