Search found 24 matches
- Wed Mar 06, 2013 11:37 am
- Forum: General discussion
- Topic: We missed it!
- Replies: 14
- Views: 17636
Re: We missed it!
Multiplayer is high on the TODO list but it is not on the top. We might do an official roadmap soon. We have just discussed this with Marwin and sort of agreed that the Automatic Updater, Improved Mod Support and couple of other smallish things take precedence over Multiplayer. I agree with this. R...
- Mon Mar 04, 2013 11:38 pm
- Forum: Texture Packs
- Topic: [a bit off topic] OMG im awzum at spriting!!
- Replies: 9
- Views: 21847
Re: [a bit off topic] OMG im awzum at spriting!!
Oh my god, it's a pig! A PIG!! Ruuuuun!!!
- Mon Mar 04, 2013 7:25 pm
- Forum: Releases
- Topic: Bugs in 0.2.9 and testing
- Replies: 15
- Views: 22988
Re: Bugs in 0.2.9 and testing
kovarex posted a link to a bug-list (which I believe was editable by everyone), but I'll be damned if I can find it -.-
- Mon Mar 04, 2013 2:59 pm
- Forum: Gameplay Help
- Topic: I guess I'm too late to give these guys some of my money?
- Replies: 9
- Views: 10791
Re: I guess I'm too late to give these guys some of my money
It's alright - after the campaign officially concludes and they have a day or two of well-deserved rest, they will open PayPal alpha pre-orders on their own website So just hang in until then!
- Sun Mar 03, 2013 5:26 pm
- Forum: Resolved Problems and Bugs
- Topic: Water temperature fluctuation
- Replies: 12
- Views: 5411
Re: Water temperature fluctuation
So yeah, if I dedicate one of the boiler series to a separate series of engines, rather than mixing the water together, it stabilizes.
- Sun Mar 03, 2013 5:06 pm
- Forum: Resolved Problems and Bugs
- Topic: Water temperature fluctuation
- Replies: 12
- Views: 5411
Water temperature fluctuation
Hello, I'm not 100% certain this is a bug, but the water temperature in on of my boiler series fluctuates between ~69 and 100Β°C every couple second. No solar panels, stable electricity expenditure. Version 0.2.9 alpha. Please find the screenshots attached: http://imageshack.us/a/img534/4682/69dg.th....
- Fri Mar 01, 2013 3:02 pm
- Forum: General discussion
- Topic: Hello
- Replies: 3
- Views: 5507
Re: Hello
Mind you, there's no "full version" yet, there's only an alpha. It has more features than the demo, for sure, but way less than the complete game that will come out (probably) in May.
- Fri Mar 01, 2013 2:53 pm
- Forum: Balancing
- Topic: Reduce the Creeper spawner rate
- Replies: 21
- Views: 23911
Re: Reduce the Creeper spawner rate
I agree with everything slpwnd wrote Been wanting to write it myself, but there's no need now.
- Fri Mar 01, 2013 2:40 pm
- Forum: General discussion
- Topic: [Invalid ^^] Failing the Kickstarter
- Replies: 75
- Views: 43213
Re: [Invalid ^^] Failing the Kickstarter
Yaaay! I have a question: if you don't get 22k β¬, but pre-purchases keep trickling in via on-site PayPal, will multiplayer still make it? And railroads? I probably even more interested in those than multiplayer, as I personally feel it doesn't add too much into this kind of game, but that's off-topi...
- Fri Mar 01, 2013 2:36 pm
- Forum: Releases
- Topic: Seeding the demo
- Replies: 15
- Views: 23847
Re: Seeding the demo
Ditto, seeding all day erryday
- Sun Feb 24, 2013 11:08 am
- Forum: Balancing
- Topic: Reduce the Creeper spawner rate
- Replies: 21
- Views: 23911
Re: Reduce the Creeper spawner rate
To be honest, the spawn rate and spawn AMOUNT of creepers in the 5th mission is pretty ridiculous and I would too suggest lowering the number of spawned creepers (if not the frequency). That much for alpha-feedback :) If you want to keep it this way, I'll accept it on the basis of this being a camp...
- Sat Feb 23, 2013 11:46 pm
- Forum: Implemented Suggestions
- Topic: Build/Destroy Queue
- Replies: 6
- Views: 12650
Re: Build/Destroy Queue
+1 from me in one way or another Creating ghosts when you're too far until you actually get close gets my vote for sure. As for automating the character once you haven't done anything in a while...I dunno, to be honest. It would be very handy, but it might be a bit difficult to program (?) and in an...
- Sat Feb 23, 2013 11:28 pm
- Forum: Implemented Suggestions
- Topic: Builder/Demolisher bots/machines
- Replies: 7
- Views: 9770
- Sat Feb 23, 2013 11:20 pm
- Forum: Releases
- Topic: Version 0.2.8
- Replies: 11
- Views: 23277
Re: Version 0.2.8
Is there a way to use saves from 0.2.7 in 0.2.8? If not, does it mean the saves won't be compatible between any release builds? So that one would keep two separate installations, one with his creations and one with the newest features...
- Sat Feb 23, 2013 11:17 pm
- Forum: Balancing
- Topic: Reduce the Creeper spawner rate
- Replies: 21
- Views: 23911
Re: Reduce the Creeper spawner rate
To be honest, the spawn rate and spawn AMOUNT of creepers in the 5th mission is pretty ridiculous and I would too suggest lowering the number of spawned creepers (if not the frequency). That much for alpha-feedback :) If you want to keep it this way, I'll accept it on the basis of this being a campa...
- Sat Feb 23, 2013 4:32 pm
- Forum: Implemented Suggestions
- Topic: Builder/Demolisher bots/machines
- Replies: 7
- Views: 9770
Builder/Demolisher bots/machines
Yo. So I was thinking you might want to consider adding a builder-machine - whatever is slotted into it it builds in front of it. Or maybe this could be an advanced robot, into which you could even load blueprints (one of the stretch-goals) and materials and it would go around building what has been...
- Sat Feb 23, 2013 11:53 am
- Forum: Ideas and Suggestions
- Topic: Item Recycling/Recycler/Scrap Yard (merged topics)
- Replies: 33
- Views: 29250
Re: Recycler
I feel both are good ideas +1 from me
Re: Wiki
The wiki has been a sore spot for me, I REALLY wanted to contribute to it a lot, as I enjoy gathering knowledge, systemizing it and making it friendly for the newcomers, but as I have exams coming up I just don't have the time
Well, carry my torch for now, please
Well, carry my torch for now, please
- Wed Feb 20, 2013 9:14 pm
- Forum: General discussion
- Topic: Conveyor belts - split
- Replies: 6
- Views: 8751
Re: Conveyor belts - split
I tried this:
--->^^
--->vv
but it doesn't work, because you can't position the belt split "in the middle of a square", so to speak. I always prefer to use sort of "built-in" tricks like the T-merge, rather than a dedicated machine, but it'll be nice nonetheless
--->^^
--->vv
but it doesn't work, because you can't position the belt split "in the middle of a square", so to speak. I always prefer to use sort of "built-in" tricks like the T-merge, rather than a dedicated machine, but it'll be nice nonetheless
- Wed Feb 20, 2013 8:38 pm
- Forum: General discussion
- Topic: Conveyor belts - split
- Replies: 6
- Views: 8751
Conveyor belts - split
What up, y'all, got a belt question for you: Is it possible to split two lanes on a single belt onto two separate belts, one on each? Sort of like a T-intersection works for putting things onto one belt, only in reverse :P Without inserters! (I could get filter inserter, but that's power-consuming a...