Search found 17 matches

by Zackreaver
Tue Jun 28, 2016 2:30 am
Forum: Resolved Problems and Bugs
Topic: [0.13.0] [kovarex] Research button out of screen
Replies: 16
Views: 3945

Re: [0.13.0] Research button out of screen

I was about to report the same bug and found this thread. For anyone interested in workaround, play in non-maximized window and stretch the game window out horizontally until the button becomes visible. An alternative workaround thats alot faster. Just double click the top of the screen twice while...
by Zackreaver
Tue Jun 21, 2016 11:27 pm
Forum: Mods
Topic: [MOD 0.12.29+] Clondike
Replies: 8
Views: 4546

Re: [MOD 0.12.29+] Clondike

Hey like the idea of the mod, I have only one real concern, the offshore pump and burner mining drill both require assembly machine 2's in order to automate their construction. This means you have to handcraft 120 red science packs before you can automate the procedure as opposed to 10. That is abso...
by Zackreaver
Wed Jun 15, 2016 6:43 am
Forum: General discussion
Topic: Have Some Questions Before I Buy.
Replies: 107
Views: 82943

Re: Have Some Questions Before I Buy.

I am very interested in the game but I have a few questions/concerns before I actually buy it. First off, my friend told me that after you do a few runs in the game the process begins to get repetitive. I was just wondering how long into the game do you guys feel it gets a little boring? And are th...
by Zackreaver
Wed Mar 30, 2016 1:48 am
Forum: Ideas and Suggestions
Topic: Things I would like with trains
Replies: 2
Views: 899

Things I would like with trains

Hello, big train enthusiast here, I love trains, so here is my totally unbiased suggestions for trains. Railway artillery, because whats better than a train with giant guns on it. I DARE YOU TO SAY OTHERWISE!! Caboose that perhaps sends out construction drones to repair the train. Vehicles that cann...
by Zackreaver
Mon Mar 28, 2016 4:38 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 81892

Re: [MOD 0.12.x] Side Inserters v1.0.5

Whoa whoa hold up, while I can agree the names can be confusing to some people, the icons would be fine if the regular inserters simply had an arrow pointing directly up . Because then it's really easy to see what the other arrows are trying to indicate. Because it would relate to the inserters plac...
by Zackreaver
Sun Mar 27, 2016 12:12 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 81892

Re: [MOD 0.12.x] Side Inserters v1.0.5

But why you are interested how inserter roatates anyway? You want to move an item.. not to be the inserter :D Current arrows on icons work very well. Well, arrows on icons work well if you think of the regular inserters as having a straight line pointing up. As for the remark on inserters, I like t...
by Zackreaver
Sun Mar 27, 2016 8:00 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 81892

Re: [MOD 0.12.x] Side Inserters v1.0.5

The arrow shows the way the item moves if your looking at the inserter from the retrieval point, as opposed to looking at the retrieval point from the inserter. It's just wierd, but if the normal inserter had a straight arrow pointing straight up then by relation it would be easier to figure out wha...
by Zackreaver
Sun Mar 27, 2016 3:10 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 81892

Re: [MOD 0.12.x] Side Inserters v1.0.5

That is a super wierd way of conveying it. We're usually going to be thinking of the inserter's location, and that is going to make it look left not right. The inserter has to face something before it grabs anything, then a normal inserter would just grab the item and put it "behind" it. F...
by Zackreaver
Sun Mar 27, 2016 12:37 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 81892

Re: [MOD 0.12.x] Side Inserters v1.0.5

The arrow is showing where the item is moved from and to, not the direction the arm rotates while holding the item (the two are opposites). So, for a left inserter, the item comes in the bottom side of the inserter and goes out the left, and thus the icon is an arrow curving to the left. But it doe...
by Zackreaver
Fri Mar 25, 2016 4:19 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 81892

Re: [MOD 0.12.x] Side Inserters v1.0.5

Hey there, phenominal mod, I feel like this should be part of the base game as a whole. Though might I make a suggestion, the conveyance of them feels a little off. Example: The "Right Side Inserters" pick up FROM the right and drop off to the left, and I feel this is a little convoluted, ...
by Zackreaver
Tue Mar 22, 2016 4:10 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 113
Views: 81054

Re: [MOD 0.12.X] Squeak Through

I believe it's because the collision box is used for locating the location of the pump, and modifying it actually makes it believe they aren't close enough. I commented out small pump and it also fixes the problem, I would suggest just commenting out small pump since we never really have problems wi...
by Zackreaver
Sun Mar 13, 2016 10:59 am
Forum: Mods
Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Replies: 31
Views: 21148

Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger

Neat, More enemy variety is just what this game needs. Mind if I add my little suggestion? How about a spawner enemy, an enemy that when it's a certain distance away from the base (About 2 times the range of a turret) it starts using a weapon that simply spawns other biters. It's whole purpose is to...
by Zackreaver
Tue Mar 08, 2016 6:47 am
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 71864

Re: Fight

The enemies are what need more attention at the moment, they are just boring and simple. A little bit more variety in them to make us have to think about what we use would be nicer. There's nothing wrong with designing weapons intended to be used on certain enemies, or designing enemies intended to ...
by Zackreaver
Tue Mar 08, 2016 6:38 am
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 201
Views: 159956

Re: Peace with Aliens

While I'm not against the idea of having peace with the aliens, their aggressive interaction with you during development validates alot of the research options. I feel like peace with aliens should more be considered once there's more stuff to do, all we really do is gather materials, research, then...
by Zackreaver
Tue Mar 08, 2016 6:34 am
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105293

Re: RTS direction

We are considering the rts direction of the game a lot. Builder robots Player could just order stuff to be built and where. It would be up to the builder robots, to get the needed materials from the logistic system and build it. This would be combatibile with blueprints (some kind of ctrl-c ctrl-v ...
by Zackreaver
Mon Mar 07, 2016 1:00 am
Forum: Questions, reviews and ratings
Topic: (New) mod categories!?!
Replies: 35
Views: 21679

Re: (New) mod categories!?!

I demand a mod category dedicated to trains because trains are awesome!! I also demand a mod category dedicated to making the enemies more interesting, such as new enemy types (THERE ARE NO ENEMY TYPE MODS), the swarm mod, and anything else to make the defenses we build more interesting. We have ton...
by Zackreaver
Tue Mar 01, 2016 9:30 am
Forum: Balancing
Topic: Make Spawners scale with Evolution Factor
Replies: 15
Views: 18227

Re: Make Spawners scale with Evolution Factor

Making the spawners tougher doesn't really change much, they are still going to die the same way, making them have more health just makes it take longer. If you can get close enough to kill it with a shotgun, you deserve to kill it. Since the biters and spiters shooting you are the real threat. Rath...

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