Search found 95 matches
- Mon Oct 20, 2014 10:38 pm
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 53298
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You are definitely right about some things, though I disagree with some points which I will elaborate on. I used to have your opinion on small electric poles, but then I looked at the cost between them and larger poles and changed my mind. 1 small poles costs a mere 1/2 a copper and one wood plank, ...
- Thu Oct 16, 2014 8:58 pm
- Forum: Show your Creations
- Topic: Looks like I will never learn (caution: noob at work)
- Replies: 34
- Views: 17736
Re: Looks like I will never learn (caution: noob at work)
One solution to this problem would be to just ignore everything you've built there and build a brand new sparkly and shiney factory right next door :D Or you could just tear it down, but where's the fun in that? Down south looks promising, nice and roomy. And you can use trains to transport resource...
- Thu Oct 16, 2014 8:49 pm
- Forum: Ideas and Suggestions
- Topic: The Mighty Ocean! Alt view for Pipeworks and un. belts !
- Replies: 2
- Views: 1854
Re: The Mighty Ocean! Alt view for Pipeworks and un. belts !
I would definitely love to have bodies of water play a bigger role in the game than merely an unassailable void. Even if it was something as simple as being able to plop down metal tiles on top of the water (A bit like the Roadworks mod) so you can make bridges across and build your factory on the w...
- Thu Oct 16, 2014 8:42 pm
- Forum: General discussion
- Topic: Max following bot count is off by one?
- Replies: 7
- Views: 2808
Re: Max following bot count is off by one?
Funny how it just barely doesn't line up
- Thu Oct 16, 2014 8:35 pm
- Forum: Off topic
- Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
- Replies: 32
- Views: 35374
Re: Infinifactory by Zachtronics - 3D SpaceChem successor
You guys are forgetting the obvious; how can the player character put together advanced circuits in seconds (OK, maybe minutes or hours depending on how you convert real time to game time) while at the same time run full speed from aliens while throwing grenades and blasting them apart without even ...
- Wed Oct 15, 2014 11:24 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31578
Re: is effectivity module op?
Hmm... it never came to my mind that speed modules on beacons would in a rather roundabout way reduce the number of facilities required therefore get more bang for your buck per productivity module. Very interesting, I'll have to take another look at beacons then.
- Tue Oct 14, 2014 12:57 am
- Forum: Ideas and Suggestions
- Topic: Used in X recipes
- Replies: 4
- Views: 2010
Re: Used in X recipes
I read somewhere that the UI is definitely on the list of things to overhaul, especially the technology screen (as if that weren't obvious from looking at it :P) I'm sure this will be incorporated when that happens, as I myself have been wanting this feature as well. It would certainly make planning...
- Tue Oct 14, 2014 12:41 am
- Forum: Gameplay Help
- Topic: Any way to control where construction bots dump their load?
- Replies: 8
- Views: 2594
Re: Any way to control where construction bots dump their lo
Yes it's possible. Bot dumping order is: 1. Requester chests and player logistics slots 2. Storage chest with the same item already in it 3. Empty storage chest 4. Any storage chest with room So put 1 wood in the nearest storage chest, and bots will use it. This is very helpful to know, thanks for ...
- Mon Oct 13, 2014 12:41 am
- Forum: Gameplay Help
- Topic: Any way to control where construction bots dump their load?
- Replies: 8
- Views: 2594
Any way to control where construction bots dump their load?
As you can see from this screenshot , even though there are several storage chests close by, after cutting down the trees, the bots decide to fly all the way back to the far end of my factory to put the wood in some other random storage chest. Obviously this wastes quite a bit of time and energy so...
- Mon Oct 13, 2014 12:25 am
- Forum: Gameplay Help
- Topic: How do I deal with early game biters?
- Replies: 5
- Views: 4313
Re: How do I deal with early game biters?
n9103 wrote:The radar thing is either a hold-over from the earlier combat routines before pollution, or it's because they're usually the highest pollution creating buildings near the front lines, due to their high power usage.
Biters don't go rabid over roboports so I'm guessing it's the former.
- Mon Oct 13, 2014 12:15 am
- Forum: Releases
- Topic: Version 0.10.12
- Replies: 37
- Views: 52354
Re: Version 0.10.12
I think that the updater in the 9.8 release was bugged, because when my version was 9.8 and I enabled experimental updates it wouldn't update (And I'm assuming regular updates wouldn't work either), so I had to manually install it. Seems to work fine in later versions though.
- Sun Oct 12, 2014 6:59 pm
- Forum: Off topic
- Topic: Youtubin' & Streamin'
- Replies: 16
- Views: 20836
Re: Youtubin' & Streamin'
Or better yet, a real microphone :) If you are really interested in doing this kind of thing you should heavily consider spending a couple hundred bucks on something like a Shure sm57 (I got one for I think about 70$) and an audio interface (You can get one to suit your needs for about 150$) which i...
- Sun Oct 12, 2014 6:41 pm
- Forum: Off topic
- Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
- Replies: 32
- Views: 35374
Re: Infinifactory by Zachtronics - 3D SpaceChem successor
Spacechem? In 3D? It's already complicated enough in 2D
Will definitely check it out once it's out, this guy makes really cool stuff.
Will definitely check it out once it's out, this guy makes really cool stuff.
- Sun Oct 12, 2014 6:25 pm
- Forum: Gameplay Help
- Topic: How do I deal with early game biters?
- Replies: 5
- Views: 4313
Re: How do I deal with early game biters?
In my most recent game I needed to spread out my base in the beginning to get iron, so even with with biter settings on normal they got all up in my grill real quick. I've still got most of my early defenses mostly intact, so I put together a bunch of screenshots to show you my setup. Protip 1: Wall...
- Sun Oct 12, 2014 4:59 am
- Forum: Technical Help
- Topic: Windows 10
- Replies: 10
- Views: 12719
Re: Windows 10
Windows 10? Is this for real? They haven't even made Windows 9 yet.
- Sun Oct 12, 2014 3:29 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 222152
Re: Peace with Aliens
Peace with aliens? Nah more like aliens to pieces, bring me more guns and a tank. Tank and big gun is best foreign policy negotiator with aliens. :D This, who needs peace when you have TANK? :twisted: Maybe there should be a new building in the game. A giant grinder that you can feed the aliens int...
- Sun Oct 12, 2014 3:15 am
- Forum: Gameplay Help
- Topic: Biter problem
- Replies: 6
- Views: 2495
Re: Biter problem
Don't need no fancy capsules, just get a car, a big pile of grenades and go in shotguns a-blazing at full throttle boomboomboom
- Sun Oct 12, 2014 3:10 am
- Forum: News
- Topic: Friday Facts #55 - MP Preview
- Replies: 36
- Views: 28336
Re: Friday Facts #55 - MP Preview
Guys I found a picture of the new baddie, looks pretty scary if you ask me
- Sun Oct 05, 2014 8:45 pm
- Forum: Implemented Suggestions
- Topic: lay repeating underground pipes like power lines
- Replies: 49
- Views: 40280
Re: lay repeating underground pipes like power lines
I would like to lay pipe above ground side by side without making a connection between them like conveyors. If you want to connect them use the rotate key (R by default). While I don't personally have a problem with the way pipes work, making them behave more like transport belts is definitely an i...
- Sun Oct 05, 2014 8:30 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31578
Re: is effectivity module op?
I do agree that the modules need to be looked at and thoroughly reworked. What's the point of putting speed modules into a lab when it costs less resources and energy usage to just to build another lab? The only place I see speed modules being useful is in depleted oil wells. You get a 100% speed bo...