Search found 16 matches
- Fri Aug 14, 2020 9:13 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 114690
Re: Friday Facts #360 - 1.0 is here!
Good job guys! Firm handshakes!
- Sun Jul 28, 2019 7:37 am
- Forum: Ideas and Suggestions
- Topic: Blueprint alignment pins
- Replies: 7
- Views: 3709
Re: Blueprint alignment pins
I came here to post this very idea. It is a pain in the neck when you are running along trying to quickly place blueprints that should align. Normally you need to run parallel to the blueprint and stop, zoom in a bit, check something is overlapping, move left a bit... oops you have accidentally move...
- Fri Feb 01, 2019 6:09 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 97420
Re: Friday Facts #280 - Visual Feedback is the king
Toggle exoskeleton. Awesome! but... all of them? Maybe like 3 of 6? :) See above about how much better it would be to have a slider instead of toggle, both for exos and robot range. :) I've been suggesting the latter for a long time...! I feel like stacking exoskeletons is a bit of an exploit. I'd ...
- Fri Feb 01, 2019 6:02 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 97420
Re: Friday Facts #280 - Visual Feedback is the king
Looks amazing! I'm going to have to take a day off work for the 0.17 release. One small nitpick... please make ALT the default view :) So many noobs have trouble building and this is about the single best visual aid in the game. I never have it off since I learned of it, and if I hit ALT by accident...
- Fri Jan 18, 2019 6:19 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 71989
Re: Friday Facts #278 - The new quickbar
Can we have the ability to ghost place items not yet researched? This would be useful for reserving space, a prime example being if you wish to later beacon a design you could ghost place beacons to ensure they fit.
- Tue Jan 08, 2019 5:06 pm
- Forum: This Forum
- Topic: Re: Friday Facts #266 Censorship/Moderation Behaviour
- Replies: 15
- Views: 7814
Re: Friday Facts #266 Censorship/Moderation Behaviour
Mods on this forum have steel nerves. And you managed to escalate it up to Wube guys themselves. I would say - calm down and stop this. Your ideas or your personal opinion is not the pinnacle of human thinking so just get on with it. People get your point from one post and if they do not accept it ...
- Fri Nov 09, 2018 10:39 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 51005
Re: Friday Facts #268 - The modern Biter
Just calling attention to this. I don't easily claim supporters are owed anything, but a roadmap would be nice. At the moment there is a new update every week that isn't very interesting from a game-play perspective.
- Fri Nov 09, 2018 7:16 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 51005
Re: Friday Facts #268 - The modern Biter
No one is going to feel bad for slaughtering biters after the first few waves, no matter how you dress them up. Graphical improvements are great, but not as good as functional improvements.
- Fri Nov 09, 2018 6:34 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 51005
Re: Friday Facts #268 - The modern Biter
Still no word on 0.17? It would be great to see a roadmap, even if inaccurate. It looks very much like 0.17 will be release candidate, any confirmation on this? Can I plan to play 0.17 on my xmas holidays? I love this game, but in early access I still expect to see a roadmap.
- Fri Oct 19, 2018 2:38 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 58755
Re: Friday Facts #265 - Nomenclature & Steam networking
Any chance of 0.17 for christmas? Really want to get my brother into it but I want to wait until the campaign/tutorial content is improved so he isn't put off in the first few hours. Can you allude to a 0.17 announcement at all in the near future?
Good work as usual guys, thanks.
Good work as usual guys, thanks.
- Fri Oct 05, 2018 3:33 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 42101
Train cargo as logistics objects
Can we have an option to set train cargo wagons as logistic objects? This would be useful in scenarios like setting up outposts when you bring a load of stuff along in a train and are using personal roboports. It would also allow robots to fill trains without intermediate components. Perhaps control...
- Fri Aug 17, 2018 2:31 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 51853
Re: Friday Facts #256 - The little things 3
Thanks guys! 0.17 must be close?...
- Sat May 12, 2018 3:18 pm
- Forum: Not a bug
- Topic: [kovarex] [0.16.42] Ghost Entities Deleting On Contact With Player
- Replies: 1
- Views: 1309
[kovarex] [0.16.42] Ghost Entities Deleting On Contact With Player
Walking through ghosts sometimes caused them to be deleted. See https://youtu.be/JyHcNsMzwlE Note: Video shows only solar panels deleting, later observed other entities too. Log file: https://pastebin.com/vjs7EWji Save attached. Maybe ~1000 ghosts or so on the map. Seemed to stop after a while or by...
- Tue Apr 03, 2018 12:21 pm
- Forum: Not a bug
- Topic: [16.36] Splitter Priority Not Working as Intended
- Replies: 2
- Views: 1952
[16.36] Splitter Priority Not Working as Intended
See https://www.youtube.com/watch?v=uRcBW-pTzYA This may be intentional, but I don't think so. I have recreated the situation with creative mode mods to more clearly illustrate it. It came about when I was attempting to drain an old belt while having the new belt ready to go by using splitter input ...
- Fri Mar 23, 2018 10:19 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 56955
Re: Friday Facts #235 - 0.16 stable
Good work! I would really like to see some changes in the water generation, I think that is my biggest gripe in an otherwise great game. The water distribution is very unnatural and I can't get a happy medium of some huge bodies of water and some smaller ponds no matter what settings I use. The wate...
- Sat Feb 24, 2018 8:01 am
- Forum: Ideas and Suggestions
- Topic: Space wreck debris items
- Replies: 0
- Views: 1312
Space wreck debris items
Begin each game with nearby mineable debris/space wreck, providing configurable starting materials. Possible expansion of various space debris scattered across the map. Now I think on it, this is a bit like Subnautica, but it's an excellent game so why not borrow from it? There are "quick start...