Search found 24 matches

by Angelic
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...
by Angelic
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!!! :D
by Angelic
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 -.-
by Angelic
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!
by Angelic
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.
by Angelic
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....
by Angelic
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.
by Angelic
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.
by Angelic
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 €, 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...
by Angelic
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 :P
by Angelic
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...
by Angelic
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...
by Angelic
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...
by Angelic
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...
by Angelic
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...
by Angelic
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
by Angelic
Thu Feb 21, 2013 5:29 pm
Forum: Wiki Talk
Topic: Wiki
Replies: 6
Views: 14273

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 :cry:

Well, carry my torch for now, please ;)
by Angelic
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 :)
by Angelic
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...

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