Search found 133 matches
- Thu Jan 02, 2014 1:45 pm
- Forum: General discussion
- Topic: Logistic network needs a new name, or a good idea
- Replies: 3
- Views: 4538
Re: Logistic network needs a new name, or a good idea
Ok, I had typed out quite a few answers but I think I am bringing confusion to the mix because I don't necessarily see things the way you or others do. So let me start by explaining how I see the things that concern your post. Sorry if I repeat myself! Logistics network: providers, storage and reque...
- Wed Jan 01, 2014 3:53 pm
- Forum: Ideas and Suggestions
- Topic: View overhaul and collection of ideas
- Replies: 3
- Views: 3289
View overhaul and collection of ideas
Intro I have mentioned some of these things before in other threads but I thought I would collect all my ideas in this one (which is also in the correct sub-forum). Some things have been said before by others but need repeating for context. Basically, the overarching idea is new views (like the pro...
- Wed Jan 01, 2014 3:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7783
Re: [0.8.4] Repair bots do not pick up items from hub
It sounds like you want a logistics system that sorts everything out for itself. I honestly think that is crossing the line between what the game should be responsible for and what you, the player, should be responsible for. Are your cleaning bots ever necessary if the player doesn't try to break so...
- Tue Dec 31, 2013 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7783
Re: [0.8.4] Repair bots do not pick up items from hub
Well, if the system is in need of manual intervention, then it could notify the player. So if a dedicated view for logistics is implemented, then notifications, warnings and whatnot could be shown there. If a bot is stuck in any sort of manner then it lands somewhere and the logistics system simply ...
- Mon Dec 30, 2013 7:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7783
Re: [0.8.4] Repair bots do not pick up items from hub
What if I - as curious as I be - cut the logistic network into two parts while the bot fulfill the requests? Which of the reserved items in the chests can then be fulfilled and what to do if not? If a bot cannot return the item for some reason, it takes it you. If you are out of range, it waits by ...
- Sun Dec 29, 2013 11:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.4] Repair bots do not pick up items from hub
- Replies: 20
- Views: 7783
Re: [0.8.4] Repair bots do not pick up items from hub
I've encountered this problem as well. While a bot is fulfilling an order, the order may no longer be completable and the bot just hovers with its item. It's rare, but it has happened. My solution is simple, just have the bot take the item back to where it got it from. But what if the chest it got i...
- Sat Dec 28, 2013 3:14 pm
- Forum: Balancing
- Topic: [0.8.x] Logistics Robots
- Replies: 29
- Views: 39830
Re: [0.8.x] Logistics Robots
Yes, the queues become noticible when you approach 400 active bots with ports spaced furthest apart. But the I think the best idea is what Dysoch had, give us a version of the Roboport that is purely charging stations, the "Chargeport". The Chargeport could have 9 stations and bots would c...
- Thu Dec 26, 2013 3:07 pm
- Forum: Ideas and Suggestions
- Topic: Bot visibility toggle
- Replies: 5
- Views: 2930
Bot visibility toggle
When you use bots extensively, things start getting a bit hairy: I have found that it gets hard to see buildings and other things when bots become to dense and you also end up accidentally mining a bot every now and then. My suggestion is to allow us toggle the visibility (and selectability) of bots...
- Wed Dec 18, 2013 6:23 pm
- Forum: Releases
- Topic: Version 0.8.1
- Replies: 3
- Views: 8950
Re: Version 0.8.1
Wow. This is great.
- Sun Dec 15, 2013 11:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.0] Minimap colours are off
- Replies: 2
- Views: 1262
[0.8.0] Minimap colours are off
The darkness of certain areas doesn't match the minimap. Why is the bright yellow patch to the right shown so dark on the minimap? It confuses the eye. The minimap colours should be an average of that specific terrain so that the eye can easily match the two. Coal is also coloured or shown badly. At...
- Thu Dec 12, 2013 8:32 pm
- Forum: General discussion
- Topic: Combat system far too fast?
- Replies: 47
- Views: 21552
Re: Combat system far too fast?
In the end of day, I think what is important is that we have a variety of options. More options means more players will find their own way of handling the enemy. Put it this way, you have many ways to make a factory, but very few to take down a base. The tank is on the list. Will it be able to accep...
- Fri Oct 25, 2013 7:52 pm
- Forum: Balancing
- Topic: The way spawners work [0.7.4]
- Replies: 10
- Views: 12656
The way spawners work [0.7.4]
http://i55.servimg.com/u/f55/15/71/93/52/screen14.jpg As you can see in the above image, spawners are free to go crazy. In the above situation, we're locked in an endless fight. It doesn't really make much sense that spawners can get away with this and it feels artificial. My suggestion to make spa...
- Tue Oct 15, 2013 5:58 pm
- Forum: General discussion
- Topic: Question about scenario pack
- Replies: 2
- Views: 4042
Question about scenario pack
Is the scenario pack from the second tier eventually going to be made available for first tier customers or will it remain exclusive?
I am wondering what is going to happen when the game is completed.
I am wondering what is going to happen when the game is completed.