Search found 141 matches

by syneris
Fri Feb 20, 2015 3:16 am
Forum: Releases
Topic: Version 0.11.16
Replies: 69
Views: 49636

Re: Version 0.11.16

Not sure if this is a bug or always been the case I have not played since sept I guess it was. http://i.imgur.com/RgC6UBE.png Not sure who is redefining gravity. But the chest should be 1 tile down not there :) Only that orientation looks wrong. With the other facings, the box covers the output and...
by syneris
Thu Jul 31, 2014 11:28 am
Forum: Implemented Suggestions
Topic: Trees should regenerate health (or have hidden HP bars) ☸
Replies: 59
Views: 14512

Re: Tree Behavior Proposal

Khyron wrote:Call me crazy, but maybe trees can just hide their health bar. 8-)
On a delay after being damaged. :D
by syneris
Thu Jul 31, 2014 11:24 am
Forum: Ideas and Suggestions
Topic: Half-turn Inserters
Replies: 5
Views: 1128

Re: Half-turn Inserters

What if you just select the pickup and dropoff tiles from an UI you get by interacting with an advanced full-range inserter? This way you can configure it however you like. It could start out with only 1 tile range and no filter/network capabilities, but you could research upgrades to increase the r...
by syneris
Wed Jul 30, 2014 2:02 am
Forum: General discussion
Topic: Current content vs Final content
Replies: 15
Views: 2450

Re: Current content vs Final content

But FishSandwich has a good point about mods... 8-) We already have some nice ones. I know F-mod adds some new resources. Dytech has a lot more machinery in it and can bring in more automation. Bob's mods popped up while I was on a break, but it looks like it adds about 10 new ores. They also seem ...
by syneris
Wed Jul 30, 2014 1:36 am
Forum: Ideas and Suggestions
Topic: Disconnect roboports from logistic network
Replies: 20
Views: 5501

Re: Disconnect roboports from logistic network

The game is eminently solvable with a much, much smaller and simpler base, regardless of resource settings (building resource outposts is unrelated). Repeat: This is true for normal settings, but with low resources it is not. Or when your goal isn't to 'beat' the game, but to make cool factories an...
by syneris
Sun Jul 27, 2014 10:04 pm
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 16799

Re: Get rid of Pickaxe tool

What about modular tools then? If armor can have it, the functionality can certainly be expanded to tools.

Stripping this out of the game offers no benefit at all, yet would remove a lot of potential modability.
by syneris
Sun Jul 27, 2014 7:02 pm
Forum: Gameplay Help
Topic: Question regarding Train Pathing Logic
Replies: 5
Views: 1170

Re: Question regarding Train Pathing Logic

Signals on the wrong side of the track?
by syneris
Sun Jul 27, 2014 7:00 pm
Forum: Ideas and Suggestions
Topic: Liquid splitter
Replies: 14
Views: 3467

Re: Liquid splitter

This is what pumps are for. Pumps don't split evenly, they pull all the fluid up to a fixed amount (0.5 'units'). The problem with that is most fluids don't achieve or maintain that rate of flow. A liquid splitter would be somewhat precise on dividing the fluid regardless of how much is flowing thr...
by syneris
Sun Jul 27, 2014 6:42 pm
Forum: Ideas and Suggestions
Topic: Disconnect roboports from logistic network
Replies: 20
Views: 5501

Re: Disconnect roboports from logistic network

Do you mean disconnecting it from the surrounding roboports much the same way you can disconnect power poles?
by syneris
Sun Jul 27, 2014 6:32 pm
Forum: Ideas and Suggestions
Topic: Make roboport available for logistic connecting
Replies: 6
Views: 1221

Re: Make roboport available for logistic connecting

I don't really use the slots on the roboports. I see that as a secondary feature for isolated outposts. Bots will pickup repairpacks from storage and provider chests within the network it is connected to.
by syneris
Sun Jul 27, 2014 6:28 pm
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 16799

Re: Get rid of Pickaxe tool

Again, that only applies to the core game. Couldn't the same be said for the armor slot? They are all just direct upgrades, so should we remove it too?
by syneris
Sat Jul 26, 2014 7:37 am
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 16799

Re: Get rid of Pickaxe tool

The way it is now allows for future upgrades and more flexibility with mods. If not already there, a tool tag should be added to objects. The source tool would need the same tags (one or all?) as the target object in order to operate. Expanding the mod functionality of the tool slot would let modder...
by syneris
Fri Jul 25, 2014 5:57 am
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 16799

Re: Get rid of Pickaxe tool

If we remove the pickaxe, how would we mine without any drills?
by syneris
Tue Jul 22, 2014 7:10 am
Forum: Gameplay Help
Topic: How to connect robot network with logistic network?
Replies: 20
Views: 4854

Re: How to connect robot network with logistic network?

like this http://en.wikipedia.org/wiki/Finite-state_machine

It is entirely possible to build slightly sophisticated electronics in the game, from a simple binary calculator to a programmable production, sorting, and delivery system.
by syneris
Sun Jul 20, 2014 6:42 pm
Forum: Gameplay Help
Topic: How to connect robot network with logistic network?
Replies: 20
Views: 4854

Re: How to connect robot network with logistic network?

Neotix, logic gates are the way to accomplish this at the moment. You could also try to design and build a FSM that manages your factories production.
by syneris
Sun Jul 13, 2014 12:21 am
Forum: Balancing
Topic: Laser Turrets need upkeep
Replies: 42
Views: 26879

Re: Laser Turrets need upkeep

We just need a larger variety of enemies with different resistances. I don't think anything has any armor or resistance to laser damage. While paper, rock, scissors damage schemas are fairly common, it is still one of the best ways to balance out the superiority of certain weapons. Strengths and wea...
by syneris
Sun Jul 13, 2014 12:06 am
Forum: Ideas and Suggestions
Topic: Replace all logistic (and smart) chest with a single chest
Replies: 19
Views: 2706

Re: Replace all logistic (and smart) chest with a single che

It's a cool idea, but I also like being able to tell what a chest is at a glance. Multiple chests add a little bit of complexity, but also give great visual feedback to the player.
by syneris
Sun Jul 13, 2014 12:03 am
Forum: Ideas and Suggestions
Topic: Faster Player Crafting
Replies: 19
Views: 2641

Re: Faster Player Crafting

I'd like to see player crafting restricted to 1 or 2 component items and the basic assembly machine able to take 3. I've tried a no hand-crafting challenge and it was a lot of fun while strengthening the core gameplay. Some recipes would need to be adjusted for the start (You need AM2 to build AM1 r...
by syneris
Tue Mar 18, 2014 3:38 am
Forum: Gameplay Help
Topic: Saves and replays
Replies: 20
Views: 20439

Re: Saves and replays

Replays are disabled at the moment. I believe I read it was sync issues and that we'll likely get it fixed as a work up to multiplayer.

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