Search found 13 matches

by Evilreaver
Thu Feb 28, 2019 6:55 pm
Forum: Ideas and Suggestions
Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
Replies: 32
Views: 6407

Re: Allow us to copy recipes onto ghosts

No, I mean if you place a ghost (like when you run out of assemblers with the new ghost option checked, or just shift click a ghost) it won't have a recipe, and you cannot set the recipe until the assembler is placed. I ask that recipes can be shift clicked over to ghosts, like the green science ass...
by Evilreaver
Wed Feb 27, 2019 12:06 am
Forum: Ideas and Suggestions
Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
Replies: 32
Views: 6407

Allow us to copy recipes onto ghosts

TL;DR When we place ghost buildings such as assemblers, we can't set their recipe until they are placed. What ? This is pretty simple I think https://i.imgur.com/aJDP4Ec.jpg Allowing us to use the shift-right/left clicking to copy recipes would be very handy! Why ? Seems common-sense to me; I hones...
by Evilreaver
Sat Apr 29, 2017 2:11 pm
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 25291

Red/Green Wire Tools

I would like to see the Red Wire and Green Wire recipes/items removed, and replaced with a Red Wire Tool and a Green Wire Tool. Since red/green wire is basically added for free via blueprints, I suggest we just take the next step and remove the cost entirely. Plus, it's not refunded when deconstruct...
by Evilreaver
Fri Aug 12, 2016 4:02 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 83173

Re: Friday facts #151 - The plans for 0.14

This has been my idea for Nuclear power from a looong time ago: Nuclear would require Uranium that is cracked from coal or stone in very small amounts (more from stone than coal) requiring lots of polluting mines and power before it can be started. A 'nuclear plant' is basically a multi-structure bu...
by Evilreaver
Fri Jul 08, 2016 5:34 pm
Forum: Ideas and Suggestions
Topic: [0.13] Circuit set lamp color should pick highest value
Replies: 9
Views: 6003

Lamps with >1 color signal should use the highest signal

Joined. There must be a nest... :) -- ßilk I'd like to see more Lamp color options (not colors themselves per se). For example, if a Lamp receives BLUE=5 and RED=4, it should light up with BLUE all things being equal. Then if RED increases to 6, change to RED. :) Ideally have [>],[<] setting for co...
by Evilreaver
Fri Jan 16, 2015 11:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.12] Crash on placing wagon, crash on hovering wagon
Replies: 26
Views: 8878

Re: [0.11.12] Crash on placing wagon in tight spot

After extensive testing, I've found that you can place engines and wagons on curved rail, BUT NOT straight rail. Placing anything on any straight rail will freeze the game. You can place things on curved rail and then drive them onto straight rail if you want. If you try to make a circle of rail to ...
by Evilreaver
Tue Jul 29, 2014 5:43 am
Forum: Ideas and Suggestions
Topic: In-game version downgrade option
Replies: 0
Views: 2070

In-game version downgrade option

While the game is in development, would it be possible to add a version control dialog similar to the Tekkit launcher for Minecraft? The crash/wire bugs in the current .4 version prompted me to downgrade for the time being, and I wonder if future versions could have the option to downgrade just like...
by Evilreaver
Mon Jul 14, 2014 7:01 pm
Forum: Ideas and Suggestions
Topic: Allow the Car to use modules
Replies: 1
Views: 1196

Re: Allow the Car to use modules

Also a second-tier train engine with a few module slots would be pretty great for the same reasons.
by Evilreaver
Sun Jul 13, 2014 7:33 am
Forum: Ideas and Suggestions
Topic: Allow the Car to use modules
Replies: 1
Views: 1196

Allow the Car to use modules

Give it two module slots, why not? Get two Speed 3s in there and tear it up!

It'll burn all your fuel though! Maybe use an Effectivity module instead.
Production wouldn't do anything (like how beacons are now).
by Evilreaver
Sun Jul 13, 2014 7:29 am
Forum: Ideas and Suggestions
Topic: Active Lab Count
Replies: 1
Views: 1358

Active Lab Count

I would like to see on the research pane (above the minimap) include a display of your active labs. This can be just a number with a labs icon, either "5/20 Labs" or even "5 Labs" If it shows, for example, 20/20, everything is good. if it shows 5/20, check to see if you are runni...
by Evilreaver
Sun Jul 13, 2014 7:20 am
Forum: Implemented Suggestions
Topic: Increasing the Build Area Around Your Character
Replies: 6
Views: 2661

Re: Increasing the Build Area Around Your Character

I'd like to see this as a research (Like Tool Belt), and perhaps also as a suit module. +4 squares for the tech, then +2 per module maybe? Stack a ton of them and place things everywhere! Until then, you can shift-click things and your construction bots will try to help if you have them supplied. I ...
by Evilreaver
Sat Jul 12, 2014 11:36 pm
Forum: Duplicates
Topic: [0.10.x] Replays desync when player opens research
Replies: 4
Views: 4911

[0.10.x] Replays desync when player opens research

Since 10.0 and persisting through 10.3, every replay I make desyncs as soon as the research dialog is opened. "Desync on tick x" This happens if the player hits T, or if they place a lab (which auto-opens the research dialog). For me, this has a 100% reproduction rate. Is this known or is ...
by Evilreaver
Mon Jun 02, 2014 4:18 pm
Forum: Not a bug
Topic: diappearing items on transport belts
Replies: 3
Views: 2119

Re: diappearing items on transport belts

Could you add a message like "[Item] +[amount]" like when you control-click items from chests/containers? That would make it more obvious that that is what happens, otherwise it does look like the items disappear.

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