Search found 8 matches
- Mon Apr 08, 2024 1:32 pm
- Forum: Ideas and Suggestions
- Topic: More Signals, cable colors
- Replies: 3
- Views: 1279
Re: More Signals, cable colors
+1 the base game needs more colors for wires no need to change the combinators, they would still use only 2 different colors at a time in input but more colors for cables are needed, where there is some complex crap with tons of red and green wires from way more than 2 different circuits intersectin...
- Thu Sep 07, 2023 1:03 am
- Forum: Ideas and Suggestions
- Topic: tank more tank weapons grenade rocket artillery
- Replies: 0
- Views: 198
tank more tank weapons grenade rocket artillery
TL;DR The tank has many weapons. It still needs more. Give it a grenade launcher and a rocket launcher. (and maybe an artillery weapon upon researching artillery? with massive recoil and/or starcraft-like siege mode?) (completely serious about this last one) What ? everything is in the TL;DR edit:i...
- Sun Jun 16, 2019 11:22 am
- Forum: Modding help
- Topic: accessing global table from outside of the mod
- Replies: 4
- Views: 2119
Re: accessing global table from outside of the mod
Hello, so, in mod A (in control.lua) there is Something.somethingelse = 10 i want, through mod B in control.lua, to overwrite the value of Something.somethingelse to 20 instead of 10 i ve tried what you wrote but i don't manage to make it work, the only code that doesn't make an error while loading ...
- Sat May 25, 2019 4:18 am
- Forum: Ideas and Suggestions
- Topic: Control Power Connections by Coloring Power Poles (with Lamps)
- Replies: 50
- Views: 12602
Re: Control Power Connections by Coloring Power Poles (with Lamps)
i don't know how you intend to do this, but here is a case where it got messed up by automatic copper cable placement with blueprints: one network is producing power and the other consuming it, and if the network consuming power consumes too much, it won't gradually reduce the pumpjacks, refineries ...
- Sun Apr 28, 2019 10:52 pm
- Forum: Modding interface requests
- Topic: Reimplement fluid flow parameters for .17
- Replies: 8
- Views: 2776
Re: Reimplement fluid flow parameters for .17
+1 for the same reason (encourage fluid consumer where fluid is produced but allowing low-efficiency transport for the stubborn)
- Sun Apr 28, 2019 10:42 pm
- Forum: Won't implement
- Topic: mining hardness mining power and tool
- Replies: 2
- Views: 1239
Re: mining hardness mining power and tool
yes thats what i tried during my failed nap attempt and it's a suitable solution.
i'm still upset about a lot of changes, but for now, your game is still the best with the best staff so i'll just discharge my boiling rage on LoL forums, again.
Problem solved, thanks.
i'm still upset about a lot of changes, but for now, your game is still the best with the best staff so i'll just discharge my boiling rage on LoL forums, again.
Problem solved, thanks.
- Sun Apr 28, 2019 1:35 pm
- Forum: Won't implement
- Topic: mining hardness mining power and tool
- Replies: 2
- Views: 1239
mining hardness mining power and tool
Please give us back the mining hardness for ores, and the mining power for drills (as optional properties, with the default values required to get the desired effect in the vanilla game) my respawnable ores don't work anymore without this property (when depleted new ones with higher hardness pop out...
- Sun Apr 28, 2019 8:50 am
- Forum: Ideas and Suggestions
- Topic: Toggle Filter rebind
- Replies: 1
- Views: 745
Toggle Filter rebind
When i try to rebind this control (default is middle mouse) i get the message "Notice: The control has to be mouse related". Suggestion: make it possible to rebind it to a keyboard key. Edit: It looks like we have to explain why in this board, so: -because my middle mouse button is broken ...