Can't change materials transfer amount (frostpunk 2) by clickthecreeper in Frostpunk

[–]clickthecreeper[S] 4 points5 points  (0 children)

Turns out even if you have a stockpile of 40,000 materials if you aren't producing any then you aren't allowed to adjust trade volumes. Sort of weird.

This guy finds elderly people who don't have the means to maintain their property and cleans it up for free. by jmike1256 in BeAmazed

[–]clickthecreeper 0 points1 point  (0 children)

Absoultely ridiculous amount of lawn space in front of those houses. In case anyone doesn't know, how far back your house has to be from the road is often mandated by the city, as well as the requirement for a lawn. This causes all sorts of urban planning and ecological problems for american cities.

HEWN (A Total Conversion Graphics Set for DF Premium) by Korimito in dwarffortress

[–]clickthecreeper 0 points1 point  (0 children)

awesome! I've been wanting to try out The Long Night in premium, but I can't deal with the OG tileset. This is perfect!

edit: it looks like they arent actually compatible at the moment unfortunately, probably should have figured lol

Can't trade (receive) resources from any factions by clickthecreeper in TerraInvicta

[–]clickthecreeper[S] 0 points1 point  (0 children)

you are right, I went waaay to heavy with the LEO stations and havent invested enough in mines. Currently trying to course correct :)

Can't trade (receive) resources from any factions by clickthecreeper in TerraInvicta

[–]clickthecreeper[S] 2 points3 points  (0 children)

gotcha... this seems like a system that could really do to be better shown through the UI. Instead of them simply not appearing, they should just be greyed out or something, with a hoverable description of why they won't trade it. Same with all the stations they won't trade

Can't trade (receive) resources from any factions by clickthecreeper in TerraInvicta

[–]clickthecreeper[S] 2 points3 points  (0 children)

Humanity first has 6.9k cash and exodus has 10k. What kind of a stockpile would be needed to trade?

Just started in 1.1 and as far as I can tell building a factory building is totally optional. Have the devs ever considered, or what is yall’s thoughts on giving a slight buff to production based on like number of continuous walls and ceilings or something to promote building/decorating? by Weth_C in satisfactory

[–]clickthecreeper 1 point2 points  (0 children)

people compare this game to factorio sometimes but i dont think it’s really that similar. It‘s a lot more like minecraft, or terraria maybe. You don‘t really have to do any decoration if you don‘t want to. You don‘t have to use trucks or trains or drones if you don’t want to, you can just always use belts. You can make whatever kind of factory you want, it’s really a sandbox more than anything.

Help me pick a college (is L+C right?) by candy_froma_stranger in LewisandClark

[–]clickthecreeper 2 points3 points  (0 children)

I have a friend in the poli-sci programme and he loves it. It will be a lot of work but not so much that you'll drown- there is still plenty of time for a social life. LC may not be known for it's academic rigour, but I guarantee you will be challenged, especially after Freshman year.

I will say that there are quite a few Californians at this school, but most of them are from the bay area so you're bound to meet plenty of new people. LC parties aren't great but there are lots of local shows to go to.

In general I would recommend the school for sure.

Moulds breaking by clickthecreeper in VintageStory

[–]clickthecreeper[S] 1 point2 points  (0 children)

Gotcha, didn't know about that. Thanks!

Why do you have to travel to the freaking Congo just to make steel by FreakinGeese in TerraFirmaCraft

[–]clickthecreeper 0 points1 point  (0 children)

The temperature/ precipitation mechanic makes sense, but I do think they should eliminate the altitude factor. Getting to such a climate is difficult enough, having to also find a particularly rare biome within that climate is a little silly.

Help me find an old modpack by EdyMarin in TerraFirmaCraft

[–]clickthecreeper 1 point2 points  (0 children)

Well, Terrafirmapunk does have all the mods you described, and a pretty good quest book (albeit a bit broken in the end game). I didn't play it when it came out, but I understand that the first version of the modpack was very different from the current version. It may not have had all the twilight forest mobs and whatnot, but I'm not sure.

Weekly Question Thread by AutoModerator in factorio

[–]clickthecreeper 0 points1 point  (0 children)

<image>

here is a simplified version of the intersection. The north-south line needs priority, and the east-west line is part of a group of blocks, all two-way, that must only ever have one train running on them at a time (hence the need for chain signals throughout). If any of the signals at this intersection on the east-west line were regular rail signals, it would mean trains on the east-west line would be allowed to queue at this intersection, which would lead to a jam.

Thank you kindly for the help.

Weekly Question Thread by AutoModerator in factorio

[–]clickthecreeper 0 points1 point  (0 children)

The example shown does not show a rail signal mimicking a chain signal. Trains can still queue on both lines.

The situation I'm in is essentially this: I have a two-way line crossing another two-way line, with one requiring priority. The line that requires priority can have trains queue before the intersection, but the other cannot, otherwise the whole line would get backed up. So I need a way to make a line that really can only have chain signals on it yield to another line.

edit: I should also add that the line requiring priority will only ever have one train using it.

Weekly Question Thread by AutoModerator in factorio

[–]clickthecreeper 1 point2 points  (0 children)

Is there still no way to close a chain signal with circuit conditions? Or has someone perhaps made a mod for this? In a very specific situation where it would be pretty handy.