Search found 387 matches

by conn11
Fri Sep 06, 2024 11:54 am
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 173
Views: 17756

Re: GregoriusT

Speaking of Combat, I really wish Spidertron could do more than just Rockets. A Machine Gun Spidertron would be neat (I know there is a Mod for that, I used it in the past). Or simply being able to equip weapons to Spidertron, like a Flamethrower or if you really wanna be funny, Shotguns! (random n...
by conn11
Fri Sep 06, 2024 11:51 am
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 173
Views: 17756

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

A major drawback of combat robots is the necessity to „spawn“ them in small batches. With higher personal bot limit, preparing for an attack becomes rather tedious.
Shift clicking (e.g.) to place all destroyers up to the personal limit or alternatively in batches of 50-100 would be beneficial.
by conn11
Fri Nov 03, 2023 1:50 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 173
Views: 38467

Re: Friday Facts #383 - Super force building

(Vanilla) mineable landfill, finally :D
by conn11
Sat Oct 21, 2023 5:19 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 52736

Re: Friday Facts #381 - Space Platforms

Amazing news! And still, the new planets will ad even more content.
Since Nuclear seems to become a much more viable option in space. This would be a perfect oppertunity to introduce Plutonium into the mix.
by conn11
Fri Oct 13, 2023 2:23 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 39129

Re: Friday Facts #380 - Remote view

Best quality of life change ever (especially ghosting entities and landfill)! And another mod is now in Vanilla.
Much looking foreward for the clearer depiction of ghosts.
by conn11
Fri Oct 06, 2023 3:19 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 34100

Re: Friday Facts #379 - Abstract rewiring

A great and needed addition.
So next time we will hear about remote interaction and repice setting? :D
Also renaming trainstops without loosing conditions would indeed be great.
by conn11
Sat Sep 30, 2023 9:23 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 97437

Re: Friday Facts #378 - Trains on another level

(…) Second, I love the idea of the hopper unloaders someone mentioned above. (so dump the contents of a wagon from height into a store - though I know this is gonna be complicated as I suspect they aren't having train stops be elevated... still) (…) Those Hopper Unloader is reminisant of the concep...
by conn11
Fri Apr 08, 2022 9:39 am
Forum: Ideas and Suggestions
Topic: Worker bots
Replies: 4
Views: 1681

Re: Worker bots

If there was only a reason to automate wood (in Vanilla).
Construction bots can remove trees already (without the need of the long gone pickaxe).
Furthermore there are sufficient other options .
by conn11
Wed Mar 24, 2021 9:50 am
Forum: Ideas and Suggestions
Topic: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill
Replies: 14
Views: 4546

Re: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill

As for now Spidertron Enhancements (credit: Xorimuth) dose provide a modded workaround. Besides other things like pathfinding for spidertron.
by conn11
Sat Mar 20, 2021 11:56 am
Forum: Ideas and Suggestions
Topic: Dynamic Zoom
Replies: 4
Views: 1691

Re: Dynamic Zoom

And I doubt this will come to vanilla, because with weaker computers (especially graphic card), a bigger zoom out is a possible issue, which cannot be fixed. This point I would argue. I suggeted switiching from max. zoomed out to radar view or, if insufficient radar covarage, map view. This wouldn'...
by conn11
Fri Mar 19, 2021 4:54 pm
Forum: Ideas and Suggestions
Topic: Dynamic Zoom
Replies: 4
Views: 1691

Dynamic Zoom

TL;DR Zoom out from default view to map associated features could be beneficial placing bigger blueprints without the necessity to switch to the map. Should be toggleable. What ? Permit zooming out from default view to radar and map view. This option should be toggleable and turned off by default. ...
by conn11
Fri Feb 05, 2021 9:38 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 179485

Re: Friday Facts #365 - Future plans

Big expansion on the horizon, take my money. Getting the author of Alien Biomes on the team looks more than promising. Guess some space exploration'ish Vanilla expansion is about to come. Very much looking forward for it!
by conn11
Fri Jan 29, 2021 11:03 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 38311

Re: Friday Facts #364 - 1.1 stable

Amazing work! 1.1. did truly, what was announced. It expanded on features and added technical improvements wished to be in the game before.
Waypoints, fast autosaves, flip and turn; great job.
by conn11
Mon Dec 07, 2020 8:06 pm
Forum: General discussion
Topic: Thanks for all the fish! (Cave spoiler Spidertron)
Replies: 18
Views: 7465

Re: [Spoilers] The importance of fish production

This has been discussed before, though with inconclusive results.
by conn11
Fri Dec 04, 2020 10:49 am
Forum: Ideas and Suggestions
Topic: Empty Module Slots and Upgrade Planner - Let's Talk
Replies: 21
Views: 7690

Re: Empty Module Slots and Upgrade Planner - Let's Talk

Since Bp mirroring is vanilla now, there is little reason not having module insertion or removal for the upgrade planner.
Not a new suggestion, but I’m liking OPs mockup.
by conn11
Fri Nov 27, 2020 11:13 am
Forum: General discussion
Topic: Does anyone have an archive of the versions 0.2-0.6?
Replies: 5
Views: 1946

Re: Does anyone have an archive of the versions 0.2-0.6?

At least version 0.1 is publicly available, but chances are you already know that.
by conn11
Thu Nov 26, 2020 7:06 am
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 52882

Re: Version 1.1.1

Added an interface option (off by default) to change quick bar slot filters by clicking them with different items.
Thank you very much!
With that as an option a player can use the new feature to build up his quickbar and once completed conserve it from accidental cluttering.
by conn11
Tue Nov 24, 2020 7:39 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 142975

Re: Version 1.1.0

Aside the already presented changes in the FFF, spidertron waypoints and squad, flip and turn for blueprints made Vanilla, more multithreading. This is great! Though the new selection feature defeats the purpose of the quickbar. It might fit some play style but definitely not mine, this should be to...
by conn11
Sat Nov 14, 2020 7:47 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 105931

Re: Friday Facts #363 - 1.1 is getting close

Lots of interesting changes. My thoughts: (...) 7. I haven't seen it mentioned in any recent FFFs, so I thought I would add: Please add the ability to copy module emplacements just like copy/pasting recipes on assemblers, miners, etc. I feel that this has been overlooked and would add much Quality ...
by conn11
Fri Nov 13, 2020 3:23 pm
Forum: General discussion
Topic: Alt-F4 #13 - Megabase Archaeology
Replies: 4
Views: 3617

Re: Alt-F4 #13 - Megabase Archaeology

Impressed work. What a monumental task building such a beast. But also porting it to 1.0. I remember quitting a pre 0.15. steam powered base after the changes made to the boilers. I would also voice my support including the circuit build in the main menu simulation. Maybe there should even be some s...

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