Search found 21 matches

by warlordship
Fri Feb 14, 2020 9:54 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 6009

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

I like the new bot debris, but it feels so sudden. I almost feel like the bot corpses ought to at least bounce once before landing perfectly still. And I do vote for a small effect on crash, with perhaps a short duration (3-4 seconds) cloud arising from the corpse. As for the poison, I also love tha...
by warlordship
Wed Oct 16, 2019 8:47 pm
Forum: General discussion
Topic: Sudden change to unpowered personal roboport?
Replies: 5
Views: 652

Re: Sudden change to unpowered personal roboport?

Ah, under the Fixes section? I usually skip over those since they are rather obscure "bugs" that get fixed.

I'm going to miss my early robots.
by warlordship
Wed Oct 16, 2019 8:38 pm
Forum: General discussion
Topic: Sudden change to unpowered personal roboport?
Replies: 5
Views: 652

Sudden change to unpowered personal roboport?

Ok, so.... did they sneak in a change to personal roboports in .71? I have some solar panels in my suit which are generally enough to build large projects in medium-ish bursts. But after a bit of nest and tree clearing suddenly my robots stop working. Turns out it was just turning to dawn, and all m...
by warlordship
Sun Oct 06, 2019 3:45 am
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 9072

Re: Friday Facts #315 - New test servers

Damn this Red Alert soundtrack makes me want those self assembling building animations in Factorio that the Command & Conquer games had. That is actually what I hoped they'd do to "discourage" turret creep. Let them have a bit of OOMPH when placed. Let it be folded up like those outrigger leg suppo...
by warlordship
Thu Aug 08, 2019 1:29 am
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 16978

Re: Friday Facts #306 - Experimental Demo

A question about the campaign and compilatron. I have seen posts that compilatron gets in the way of player building where they want. Since I have not played the campaign, is it not just implemented so it moves away when you get close kind of like companions in other games? They just try to get out...
by warlordship
Mon Aug 05, 2019 8:42 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 16978

Re: Friday Facts #306 - Experimental Demo

I've played the introduction. Here are two small bugs 1. Just before the evacuation, Compilatron stood at a chest, and I lost ability to access it (see picture). 2. How can a player complete science consume challenge 12/m if all available sciences have been already researched? This situation may na...
by warlordship
Sat Aug 03, 2019 11:44 pm
Forum: Duplicates
Topic: [0.17.62] Inserter arm always visible
Replies: 1
Views: 132

[0.17.62] Inserter arm always visible

I noticed this first during the demo, but its also infreeplay as well. Inserter arms - but not their bases - draw regardless of what they are supposed to be behind. This is most noticeable with power poles, as they are tall entities. Haven't tested with rocket silo that has a rocket IN it, but all o...
by warlordship
Sat Aug 03, 2019 10:53 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 16978

Re: Friday Facts #306 - Experimental Demo

Can the chest be filled by the wrong item, and clogging it? Just try it next time and tell me if it is bugged. Not bugged. I spent an hour slowly making gears. Got to about 1.6K gears in the chest before I got bored and wanted to see what else I could put in. Turns out the chest will take any item,...
by warlordship
Sat Aug 03, 2019 7:58 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 16978

Re: Friday Facts #306 - Experimental Demo

Thanks for the long feedback. It seems that a few of your points are simply you becoming confused because your regular Freeplay methodologies are not available in this scenario. I will address the other points because you have some good feedback here. No problem. I tried to justify my thought-makin...
by warlordship
Fri Aug 02, 2019 11:18 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 16978

Re: Friday Facts #306 - Experimental Demo

I just tried out the demo a bit. It's my first time doing it since the original pre-steam version. So my thoughts may be a mix of things changed in this newest changes and of the changes since the original overhaul. ------------ 1- The debris scattered around is strange. Half of them are minable (fo...
by warlordship
Sat Jan 13, 2018 2:21 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 137912

Re: Friday Facts #225 - Bots versus belts (part 2)

Well, I chimed in a few pages back, but wanted to say something more: I'd like to see a few changes to robots (chest access limits per second, coupled with a new robot for cargo that can hold more, thus getting around the access limits for chests), but mostly some big quality of life changes for bel...
by warlordship
Fri Jan 12, 2018 10:03 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 137912

Re: Friday Facts #225 - Bots versus belts (part 2)

1: Modules and Beacons being as they currently are means that there is really only one endgame layout that is optimal. Which is the ever famous alternating rows of beacons and assemblers, which everyone uses because it is clearly optimal. If modules and/or beacons were changed so that there was mor...
by warlordship
Fri Jan 12, 2018 9:54 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 137912

Re: Friday Facts #225 - Bots versus belts (part 2)

(about belts) It is probably better to leave this issue as it is so that we don't break the existing game. And then at the end I strongly believe that bots should have a debuff. Come on. This kind of indecision in a team honestly doesn't put you in a very good light. Should we fear a bot nerf or sh...
by warlordship
Fri Jan 12, 2018 8:13 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 137912

Re: Friday Facts #225 - Bots versus belts (part 2)

Hah, I actually had an idea exactly like this, but then I realized that basically we are just asking for trains, but smaller. Right now, I'm not in favor of adding a 4th type of logistics, unless bots routed themselves on this (can go forward and back and take sharp turns) and can pass eachother (f...
by warlordship
Fri Jan 12, 2018 8:03 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 137912

Re: Friday Facts #225 - Bots versus belts (part 2)

Technology which would turn all belts into stack belts. You would research this and automagically all inserters, splitters and side-loading (also mining drills) would be able to make stacks on any type of the 3 belt tiers we have now. You don't get any new entity, but you get the choice between upg...
by warlordship
Fri Jan 12, 2018 7:57 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 137912

Re: Friday Facts #225 - Bots versus belts (part 2)

As a heavy belt user (I get bored before I get too far into mega-base territory), here are a few things I'd love to see that would keep me from changing over to bots more often: Filter splitter - I love the filter splitter. I don't use mixed belts often, but it is a great change to the game. It coul...
by warlordship
Sun Dec 17, 2017 7:20 pm
Forum: Duplicates
Topic: [0.16.4] Power Pole Fast-Replace Issue
Replies: 2
Views: 186

Re: [0.16.4] Power Pole Fast-Replace Issue

Aw mannnnn. I did a search for power poles, not electric poles and found no topic.

What about triangle connectors?
http://steamcommunity.com/sharedfiles/f ... 1234849965
by warlordship
Sun Dec 17, 2017 7:17 pm
Forum: Duplicates
Topic: [0.16.4] Power Pole Fast-Replace Issue
Replies: 2
Views: 186

[0.16.4] Power Pole Fast-Replace Issue

I've just tried out the power pole fast-replace feature. It doesn't come into use that often, but I found myself using it a few times in a brand-new map. I came across an issue where when I fast-replaced a pair of small poles that didn't connect, but were close enough to each other to connect as med...
by warlordship
Sat Jul 22, 2017 4:05 pm
Forum: Duplicates
Topic: [15.30] Two ore types share same tile
Replies: 2
Views: 378

Re: [15.30] Two ore types share same tile

sssssssssssssssssssssh.... The one time I don't bother to do a forum search....
by warlordship
Sat Jul 22, 2017 4:00 pm
Forum: Duplicates
Topic: [15.30] Two ore types share same tile
Replies: 2
Views: 378

[15.30] Two ore types share same tile

I've discovered a large coal deposit that spawned on top of an iron deposit. As I was being careful not to overlap my miner to get any iron with my coal miners, I noticed that there is a single spot that is giving iron that isn't supposed to. I looked closely, and by mousing over all 25 spots for th...

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