Search found 45 matches
- Fri Oct 02, 2020 9:39 am
- Forum: Ideas and Suggestions
- Topic: Spidertron Cargo
- Replies: 5
- Views: 1910
Spidertron logistic slots.
I gotta say, I absolutely love the addition of the Spidertron. Very amazing! Even though its remote is a bit useless (courtesy of it getting stuck on all lakes, because it won't pathfind around them - Please change that!). There's an amazing potential with this mechanized arachnophobia, but I feel l...
- Fri Oct 02, 2020 9:11 am
- Forum: Ideas and Suggestions
- Topic: Spidertron repath if stuck
- Replies: 7
- Views: 2649
Re: Spidertron path finding (RC)
Seriously, this is such an essential thing, I can't imagine the reasoning behind the decision to not make the Spidertron pathfind around the lakes. Having it get stuck on every body of water it comes across, it makes the remote quite useless. You've got no choice but to babysit it along the way, but...
- Sat Apr 25, 2020 11:04 am
- Forum: General discussion
- Topic: is checking biter path cheating?
- Replies: 16
- Views: 5836
Re: is checking biter path cheating?
What did you expect? They're insects, lol. Of course their strategy is going to be dumb. Their stupidity might as well even be on purpose and part of game lore. Exploiting bugs' stupidity is no cheating. Do consider however that, unless you're playing railworld, if you lean too much on this tactic (...
- Wed Feb 07, 2018 9:11 am
- Forum: General discussion
- Topic: Using Artillery for exploration
- Replies: 12
- Views: 7019
Re: Using Artillery for exploration
It was just a matter of time until someone puts that part of artillery mechanic to use. Although those holes do make my OCD cry. As useful as it may be, considering the abundance of resources even on normal settings, I'll stick to radars. By the time I need to expand, the area around my furthest out...
- Sat Jan 27, 2018 5:10 pm
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 32276
Re: Mining Outpost, how do you make them?
nobody uses http://autotorio.com/outpost ? I do use it all the time! As for my approach, I have my outposts connected to the main energy network (via large poles running near the rail tracks). This does have an issue of biters destroying the power poles from time to time, but with artillery gun in ...
- Fri Jan 26, 2018 4:25 am
- Forum: Releases
- Topic: Version 0.16.19
- Replies: 26
- Views: 17394
Re: Version 0.16.19
After the last update i can't open the blueprint books anymore. I can use single blueprints, but i can't open the books. Exporting blueprints is also broken. Nothing happens when you click the export button. AND opening blueprints directly from blueprint library doesn't work too. In short, entire b...
- Fri Jan 26, 2018 4:05 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Artillery
- Replies: 3
- Views: 2481
Re: Nuclear Artillery
How about instead of nuclear artillery shells, we get nuclear missile silos? Give it much bigger range (both bigger attack range than artillery and bigger explosion range than handheld atomic bombs we have) and no auto mode. I'd rather have something that has at least slightly different mechanic and...
- Sat Dec 23, 2017 4:04 pm
- Forum: General discussion
- Topic: 0.16 Fluid wagon separation feature removal POLL
- Replies: 41
- Views: 14323
Re: 0.16 Fluid wagon separation feature removal POLL
You put so much energy in this here, do you do this thinks not only on a PC and try to do polls in the real world?. It's quite fun for me to watch things like this cuz things like this never happen in RL. Hmm... Sorry for being off topic, I just feel curios about polls for games. Good luck! Thanks....
- Sat Dec 23, 2017 11:33 am
- Forum: General discussion
- Topic: 0.16 Fluid wagon separation feature removal POLL
- Replies: 41
- Views: 14323
Re: 0.16 Fluid wagon separation feature removal POLL
-Since mods are not maintained by official developers, quality and balance of mods vary, and there's always a smaller or bigger delay in the update of mods after any major game update. Not 100% true, some of them are. Klonan and Rseding have a few very popular mods. Interesting. I wasn't aware of t...
- Sat Dec 23, 2017 8:55 am
- Forum: General discussion
- Topic: 0.16 Fluid wagon separation feature removal POLL
- Replies: 41
- Views: 14323
0.16 Fluid wagon separation feature removal POLL
Right off the bat, I am aware that the subject has been already mentioned several times in various other threads. The purpose of this one however is specifically to make a poll. So please share your opinion above! In the rest of this post I'm just going to sum up my opinion on this matter. TLDR: Rem...
- Sat Dec 23, 2017 5:56 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66908
Re: Version 0.16.7
And their explanation on FFF for the cut is just as absurd as any other given so far.Killcreek2 wrote: edit ~ Ok, devs responded in FFF222 with an explanation for the cut. Thank you for doing that, & happy holidays.
- Fri Dec 22, 2017 8:15 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66908
Re: Version 0.16.7
I was a neat feature, but I do not get why people complaining about it, just add more wagons if you really need it. Usually you should have some space left to extend everything, sure it needs more work, but in the time you raged about it, you could fixed your save. Of course it's not a problem that...
- Fri Dec 22, 2017 5:51 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66908
Re: Version 0.16.7
I was a neat feature, but I do not get why people complaining about it, just add more wagons if you really need it. Usually you should have some space left to extend everything, sure it needs more work, but in the time you raged about it, you could fixed your save. Of course it's not a problem that...
- Fri Dec 22, 2017 10:28 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66908
Re: Version 0.16.7
I don't think there are. In the last iteration where the divided tank was available, train schedule conditions associated with it were working without any issues for me.Axios wrote: EDIT: or there are potential issues for train scheduling? About conditions for filling tanks?
- Fri Dec 22, 2017 9:48 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66908
Re: Version 0.16.7
I don't understand how we can say, "why ?! it will break my factory ? revert it back !" when playing an alpha. Honestly, the game has so much content at this point that calling it alpha is a little bit far-fetched. Nevertheless, people often put tens or hundreds of hours (sic) of playtime...
- Fri Dec 22, 2017 9:18 am
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 33342
Re: Please make trains able to run over evolved aliens
Well I have no answer. I guesss if enough people give good arguments in favor of that, and manage to convince the devs, things may change. Or you can try modding that, so that you can run over a behemoth biter with a 1 segment train the same way you'd run over an elephant with a (modded) fiat uno ^...
- Fri Dec 22, 2017 8:13 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 66908
Re: Version 0.16.7
Koub. There are lots of complicated things in this game that can make life hard for a new player, but the triple fluid wagon is far from being one. Seriously, how "complicated" can a mechanic with literally two toggles be, especially with the GUI that already made it dead obvious how it wo...
- Wed Dec 20, 2017 5:56 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Artillery Shells
- Replies: 32
- Views: 11490
Re: Nuclear Artillery Shells
+1, HOWEVER... I say DON'T make it artillery shells. Instead, have a standalone nuclear missile silo that could launch atomic bombs at a similar range the arty can. Artillery fires automatically, so I don't want them to waste my expensive atomic bombs on single nests that aliens push into already cl...
- Sun Dec 17, 2017 12:51 pm
- Forum: General discussion
- Topic: .16 Crafting Time Changes
- Replies: 6
- Views: 3190
Re: .16 Crafting Time Changes
Yeah, my thoughts exactly. They're already messing with science packs enough by taking items in and out of recipes with every major update.Slayer1557 wrote:Oh thank god, so it's not anything used in science recipes then? I was worried it might mess up the ratios. My old math is still good then.
- Sun Dec 17, 2017 12:32 pm
- Forum: General discussion
- Topic: 0.16 artillery and the biters
- Replies: 10
- Views: 5720
Re: 0.16 artillery and the biters
I'll be honest, at the beginning I did not understand what the artillery train is going to be about and was actually pretty annoyed by the fact that the devs are adding something like this. I thought it's going to be just a wagon with turrets, for defending the train against biters during travel and...