And on the sands we shall walk without rhythm.Drury wrote:So you're going for burrowing biters you mentioned the other day? Dune-style, with floors?
Search found 368 matches
- Fri Jan 02, 2015 11:39 pm
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 29654
Re: Friday Facts #67 - Happy new year
- Fri Jan 02, 2015 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Research name missing
- Replies: 3
- Views: 1106
[0.11.8] Research name missing
Clean, vanilla install. Problem appeared in 0.11.7, persisted in 0.11.8
Some researches work correctly, many dont - specifically multi-level researches.
Edit: All researches that have number symbol in bottom right corner dont work properly, rest have normal names.
- Fri Jan 02, 2015 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Game modes/setup: recipe list multiplier
- Replies: 4
- Views: 2574
Re: Game modes/setup: recipe list multiplier
Having more options would not be a bad idea:
- time modifiers
- forbid certain items/reseach alltogether.
- time modifiers
- forbid certain items/reseach alltogether.
- Fri Jan 02, 2015 4:57 pm
- Forum: Ideas and Suggestions
- Topic: Flying buildings
- Replies: 11
- Views: 5970
Re: Flying buildings
How would it merge with old designs? Atm apart from producing plates and superconductors it would appear the previous factories are not needed anymore. This might make current factory designs irrelevant, and force players to rush for said research in the next playthroughs Refer to my other post for ...
- Fri Jan 02, 2015 4:51 pm
- Forum: Implemented Suggestions
- Topic: More levels of robot speed research
- Replies: 17
- Views: 6803
Re: More levels of robot speed research
How about instead of flying roboport we would have a train roboport? Frankly I believe that every new step should either give us new opportunities or/and use established base structure. This is one large gripe we had with robots as soon as they were introduced: They were too detached from the rest o...
- Thu Jan 01, 2015 4:00 pm
- Forum: General discussion
- Topic: About buying this game
- Replies: 7
- Views: 2620
Re: About buying this game
I wouldnt mind not having it on my steam....(i dont want to be judged by 800+ hrs played time )
- Thu Jan 01, 2015 12:40 am
- Forum: Show your Creations
- Topic: Humble beginning..
- Replies: 10
- Views: 8683
Re: Humble beginning..
i am building two bases. with significant distance between them. (assuming 1 block is 1mx1m then bases are approximately 5km apart) 1st base will produce no pollution at all and will house long term storage, solar power generation as train depot. 2nd base will produce all the pollution at extreme vo...
- Wed Dec 31, 2014 10:46 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) ☸
- Replies: 81
- Views: 66404
Re: Can the player be killed by train? (Train kills?!)
maximum speed (1 engine) is 260km/h
- Wed Dec 31, 2014 9:44 pm
- Forum: Ideas and Suggestions
- Topic: End Game Idea - Enormous Modular Spaceship Factory
- Replies: 9
- Views: 3803
Re: End Game Idea - Enormous Modular Spaceship Factory
Nice suggestion, i like the style. One thing i would like you to consider: It would be better to keep player old base still relevant, because frankly i would hate to find out that all these structures, all these things we have made (and developers spent their time working on) will become essentially...
- Wed Dec 31, 2014 9:25 am
- Forum: Implemented Suggestions
- Topic: More levels of robot speed research
- Replies: 17
- Views: 6803
Re: More levels of robot speed research
I would prefer the change however. Just because something isn't perfect doesn't make it ok to make it worse. Edit: ive been building large vanilla bases for year and a half. Robot speed was never an issue (charging and zones were) We are already doing it with : Shields, Belts, inserters, Furnaces, E...
- Wed Dec 31, 2014 7:27 am
- Forum: Implemented Suggestions
- Topic: More levels of robot speed research
- Replies: 17
- Views: 6803
Re: More levels of robot speed research
Frankly i think robot speed is sufficient - when you limit the controlled area and don't cover the entire base with one. Adding more research sounds to me like throwing resources to fix logistical challenge. whats the point of developing complex bases if it could be avoided by paying some extra reso...
- Tue Dec 30, 2014 6:35 pm
- Forum: Show your Creations
- Topic: Humble beginning..
- Replies: 10
- Views: 8683
Re: Humble beginning..
Problem with having 5+24 freight trains (5 engines, 24 wagons) is that railroad needs to be scaled accordingly...
meh...
- Tue Dec 30, 2014 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Waving Gates (Cosmetic Improvement)
- Replies: 17
- Views: 4246
Re: Waving Gates (Cosmetic Improvement)
I guess the edit was done way after i've responded.
In that case - no the gate is designed to look like one solid object it makes no sense to cut it apart.
In that case - no the gate is designed to look like one solid object it makes no sense to cut it apart.
- Tue Dec 30, 2014 4:46 pm
- Forum: Implemented Suggestions
- Topic: Multiple occurrences in requester chests
- Replies: 19
- Views: 7213
Re: Multiple occurrences in requester chests
3*15=45 but i digress. I dont think game cares if you have two stacks, or one. Especially this would require substantially a lot more code (robots inserting half-stacks separately, inserters taking from the specific stack) to be worthwhile IMHO. especially since we can request specific amount alread...
- Tue Dec 30, 2014 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Waving Gates (Cosmetic Improvement)
- Replies: 17
- Views: 4246
Re: Waving Gates (Cosmetic Improvement)
guys, he was talking about separate gates, not tiles of the same gate.
- Tue Dec 30, 2014 4:52 am
- Forum: Ideas and Suggestions
- Topic: Waving Gates (Cosmetic Improvement)
- Replies: 17
- Views: 4246
Re: Waving Gates (Cosmetic Improvement)
5 of my gates with tank imprint agree that they should open much sooner
- Tue Dec 30, 2014 3:40 am
- Forum: Ideas and Suggestions
- Topic: Waving Gates (Cosmetic Improvement)
- Replies: 17
- Views: 4246
Re: Waving Gates (Cosmetic Improvement)
They kinda do that already. albeit with small radius its kinda hard to notice. Or you want tiles of single gate to behave like that?
- Tue Dec 30, 2014 3:32 am
- Forum: Ideas and Suggestions
- Topic: New player some suggestions
- Replies: 4
- Views: 1946
Re: New player some suggestions
Its better not to lump suggestions into one thread, but to have one suggestion type per thread instead. after playing and taken advantage of how tracks have two sides. but always finding it silly how i have to do set ups bigger than needed to make items be forced to one side of the track. there coul...
- Tue Dec 30, 2014 1:22 am
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 45862
Re: Friday Facts #66 - Merry christmas
Save file makes a lot of difference for multiplayer.
- Tue Dec 30, 2014 1:09 am
- Forum: Ideas and Suggestions
- Topic: Better train logic (smarter alternative route finding)
- Replies: 30
- Views: 13804
Re: Better train logic (smarter alternative route finding)
How about fake train stop?
- can be added to the train route between train stations.
- trains will route through it, but will not stop at it like normal train stops
Sort of like:
Station A
- waypoint A1
- waypoint A2
- waypoint A4
Station B
....
- can be added to the train route between train stations.
- trains will route through it, but will not stop at it like normal train stops
Sort of like:
Station A
- waypoint A1
- waypoint A2
- waypoint A4
Station B
....