Search found 23 matches
- Sat Mar 02, 2013 4:02 pm
- Forum: Releases
- Topic: Bugs in 0.2.9 and testing
- Replies: 15
- Views: 24879
Re: Bugs in 0.2.9 and testing
This is alpha, we should know there are going to be bugs, and lots of them. I do not think you need "early testers" we are all early testers. I do agree that simply marking a known to be solid build as stable is a good idea though. Likely keeping the demo on that version until a new one happens by.
- Fri Mar 01, 2013 9:58 pm
- Forum: Show your Creations
- Topic: New, Separate design. Fill free to comment
- Replies: 3
- Views: 7454
Re: New, Separate design. Fill free to comment
I was just contemplating starting a heavily logistic robot based factory design, so seeing how you did it is interesting. Once you commit to logistic robots though, I have to wonder if there is something more efficient/compact that can be done. For example, with optimal production ratios a single ...
- Thu Feb 28, 2013 12:05 am
- Forum: Show your Creations
- Topic: Compact belt arrangement
- Replies: 14
- Views: 26651
Re: Compact belt arrangement
I'm up for option C, as the different speeds can easily also mean a different depth.
Untrue the way it is implemented here (no flexibility on side to side movement for crossing). See picture. http://i.imgur.com/y1F1Cq6.png
I always chose gameplay when I have to choose between gemeplay and ...
Untrue the way it is implemented here (no flexibility on side to side movement for crossing). See picture. http://i.imgur.com/y1F1Cq6.png
I always chose gameplay when I have to choose between gemeplay and ...
- Tue Feb 26, 2013 6:49 pm
- Forum: Development Proposals
- Topic: [Polls Closed] Creepers in the demo
- Replies: 34
- Views: 54059
Re: [Polls] Creepers in the demo
I feel like warning when they spawn, along with small enough waves that you can easily manually defend (maybe even give hidden armor to make the player extra resilient) is the right approach here. Gives the intro to the idea of constant pressure, while keeping it very low risk. I feel like if you ...
- Mon Feb 25, 2013 6:53 pm
- Forum: Gameplay Help
- Topic: [Not a bug] Advanced Circuit displays incorrect craft time
- Replies: 1
- Views: 8259
[Not a bug] Advanced Circuit displays incorrect craft time
In the crafting menu it lists the craft time for advanced circuits as 16, in the config lua it is set for 1. Discovered this while trying to make a factory setup without extra production facilities. A few others seem to be off as well, though not as significantly as this one. I am guessing the long ...
- Mon Feb 25, 2013 1:01 pm
- Forum: Implemented Suggestions
- Topic: Renewable Resources
- Replies: 3
- Views: 9472
- Sun Feb 24, 2013 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Smart Power Poles
- Replies: 2
- Views: 8086
Smart Power Poles
After trying to manage my power network a bit using smart inserters to shut down factories and labs at night I was thinking smart power poles would be very useful as well.
Some functions might include detecting both current output and max output of attached generators and allowing those conditions ...
Some functions might include detecting both current output and max output of attached generators and allowing those conditions ...
- Sun Feb 24, 2013 2:02 pm
- Forum: Modding discussion
- Topic: [GUIDE] Level Creating and Modding
- Replies: 47
- Views: 34010
Re: Guide for Level Creating and Modding
How hard would it be to add something to fill all of the turrets on the map with ammo at the start of the game? Looking at making a custom map now, but the prospect of manually filling all the enemy turrets is.... daunting.
- Sun Feb 24, 2013 1:22 pm
- Forum: General discussion
- Topic: How does steam work?
- Replies: 4
- Views: 9336
Re: How does steam work?
There are two facets that come in, temp and pressure (or maybe flow). Each pump is capable of providing a certain amount of water, and each boiler is capable of heating a certain volume a certain amount. Steam engines do not cool water, but rather simply consume it, at a pace relative to their load ...
- Sat Feb 23, 2013 3:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.9] Entity info window size is updated
- Replies: 2
- Views: 4140
Re: 2 Bugs in gameplay
1 is already fixed in the latest release, go update.
- Sat Feb 23, 2013 2:08 pm
- Forum: Not a bug
- Topic: game speeeed..?
- Replies: 8
- Views: 14693
Re: game speeeed..?
This makes me feel so much better. I was having the hardest time assaulting the creeper base in Campaign 2 mission 1, but now that I know that everything was going at double time I do not feel nearly as bad. Easy fix though, just gotta turn down my refresh rate.
EDIT: Oh my gosh, the game feels so ...
EDIT: Oh my gosh, the game feels so ...
- Sat Feb 23, 2013 3:31 am
- Forum: Resolved Problems and Bugs
- Topic: Map Editor - Deep water & land interaction
- Replies: 2
- Views: 2512
Map Editor - Deep water & land interaction
Using the map editor to place land right next to deep water does not create normal edges. Further, a thin strip of grass though deep water simply displays as shallow water, despite allowing you to walk over it and place items on it as normal. Picture attached showing how various patches of water ...
- Sat Feb 23, 2013 3:05 am
- Forum: Resolved Problems and Bugs
- Topic: Map generation - blank selection
- Replies: 1
- Views: 2986
Map generation - blank selection
You can force any dropdown in the map generation selection box (for freeplay or map editor) to become empty by clicking on the very last pixel in the dropdown menu. It works better if you go from the bottom up, your mouse must be in the dropdown but very good should not be highlighted yet. Maps ...
- Fri Feb 22, 2013 10:44 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 184992
Re: RTS direction
I really like the RTS-y feel of this game while being an actual character on the ground. I like the idea of automated builder robots, but they should only be necessary for high end constructions, or if you want to drop a pre-arranged setup down (like a mine area complete with tracks) imho. I also ...
- Fri Feb 22, 2013 9:54 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 150183
Re: Hidden ores
Yeah, but don't you think aluminium is more used than diamonds ? I think so. There are tons of things that should come before diamonds.
Well, aluminum gets used more because there is more of it. It is crazy abundant. It has very few remarkable properties though. It is ultra-cheap, light, and ...
Well, aluminum gets used more because there is more of it. It is crazy abundant. It has very few remarkable properties though. It is ultra-cheap, light, and ...
- Fri Feb 22, 2013 8:36 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 150183
Re: Hidden ores
No please, NO DIAMONDS. It's part of MC, and it's cool in MC, but as there are already guys stupid enough to say "hey, it's a MC-like" ... btw, diamond has almost no industrial uses IRL (I mean, it has some, but for its price ... it's very often replaced by an synthetized one, or by something else ...
- Fri Feb 22, 2013 7:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved] Cannot destroy Diesel Locomotive
- Replies: 5
- Views: 5824
Re: Cannot destroy Diesel Locomotive
Related bug? Using a flamethrower on a locomotive crashes the game.
- Fri Feb 22, 2013 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.4.0] Mouse clicks originated in gui that closes
- Replies: 4
- Views: 4803
Re: When interacting with circuit network can destroy items
I did some further testing, my initial report was inaccurate. I would still consider it a bug though. Instead of interacting behind windows it seems like windows that close on mouse clicks (such as selecting an item in the circuit network menus) allow that same mouse click to continue interacting ...
- Fri Feb 22, 2013 6:28 pm
- Forum: Show your Creations
- Topic: Automatic Power down inserters at night
- Replies: 4
- Views: 12601
Re: Automatic Power down inserters at night
Boilers seem to only use as much coal as needed to keep engines going for the power they use (not what they can make). When the solar generators are enough to power everything there is 0 coal used on my steam plant, despite the steam engines being hot and ready to go. At night the steam engines ramp ...
- Fri Feb 22, 2013 2:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.4.0] Mouse clicks originated in gui that closes
- Replies: 4
- Views: 4803
[Resolved 0.4.0] Mouse clicks originated in gui that closes
You can destroy items behind the menus while clicking in the circuit network window on a smart inserter. I blew up like 5 transport belts before I figured out what was happening.