Search found 13 matches
- Sat Jun 13, 2015 5:59 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 328487
Re: Thank you (Make the dev-team happy today!)
Thank y'all for this incredibly awesome game!! Here you can make energy in such a cool way, with loads of good looking machines, it's crazyness Thanks for the effort to make such a piece of gold to us and for all the support in the forums, and for hearing everyone's opinion, this game will be HUGE! ...
- Sat Jun 13, 2015 1:24 am
- Forum: Modding help
- Topic: Placeable items?
- Replies: 5
- Views: 3267
Re: Placeable items?
Had an error while using into modded item (assignID after referencing it), but "Decorative" worked perfectly
Thanks for the help Rseding91 and ThaPear
Code: Select all
data.raw["item"]["iron-ore"].place_result = "iron-ore"
Thanks for the help Rseding91 and ThaPear
- Sat Jun 13, 2015 1:07 am
- Forum: Balancing
- Topic: Belts = Magic?
- Replies: 13
- Views: 19086
Re: Belts = Magic?
"that can do work indefinitely without an energy source."
It can have a hidden energy source somehow, just use imagination.
It can have a hidden energy source somehow, just use imagination.
- Sat Jun 13, 2015 1:06 am
- Forum: Ideas and Suggestions
- Topic: More advanced crafting menu
- Replies: 20
- Views: 7064
Re: More advanced crafting menu
It's meant to be divided in sections with related items, in a way so it can be pretty easy to spot what you really is searching for and using unlimited space in a limited space (scroll bar). Even if it's not visually appealing, i think it has some benefits if you have tons of items that are almost t...
- Fri Jun 12, 2015 1:08 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 230315
Re: Electric energy
So, what about electric poles without auto-connecting wires?
I mean, we do start with the copper wire recipe, and it would be very useful for some situations where lots of poles need to be nearby.
I mean, we do start with the copper wire recipe, and it would be very useful for some situations where lots of poles need to be nearby.
- Fri Jun 12, 2015 12:41 am
- Forum: Balancing
- Topic: Belts = Magic?
- Replies: 13
- Views: 19086
Re: Belts = Magic?
The belts use the kinect energy provided by the friction between iron of the belt and flint in the ground to make electric charges and stores it in the internal capacitor. The first run is a factory design that send it's products already charged, just need the flick of a button by the user. Using th...
- Fri Jun 12, 2015 12:33 am
- Forum: Ideas and Suggestions
- Topic: More advanced crafting menu
- Replies: 20
- Views: 7064
Re: More advanced crafting menu
I would vote for a crafting menu like that: http://i.imgur.com/QUgM6Tl.png [Forum cropped, so:] Link: http://i.imgur.com/QUgM6Tl.png That is not how the ingame-layout looks, that's how the forum looks... I based my design on the ingame look of the subgroups as they right now are... I like the idea ...
- Wed Jun 10, 2015 8:31 pm
- Forum: Ideas and Suggestions
- Topic: More advanced crafting menu
- Replies: 20
- Views: 7064
Re: More advanced crafting menu
I would vote for a crafting menu like that:
Link: http://i.imgur.com/QUgM6Tl.png
That
[Forum cropped, so:]Link: http://i.imgur.com/QUgM6Tl.png
- Wed Jun 10, 2015 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Logistics in vehicles.
- Replies: 3
- Views: 2461
Re: Logistics in vehicles.
That's quite hard to do, unless you find a (uber fast) way of removing items from them
- Wed Jun 10, 2015 7:31 pm
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 71979
Re: Terrain elevation, hills and mountains with fake cliffs
Actually the underground pipe issue can be easily fixed with a Z system, lemme explain my point of view: Game actually has a X and Y coordinate system, but if something like elevation could be added, it would also need a Z coord. So, what does i mean by that? Simple, while in Z=4 you see the normal ...
- Wed Jun 10, 2015 4:30 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 214102
Re: [MOD 0.11.x] 5dim's mod [+6,000 downloads] [07/06/2015]
I respect the author), but my friend, can not be all in one folder to throw? I understand all but 7 to download files _) _) and question old game continue istall your mods game normal play? new game never again? It would be quite heavy to put everything in one package, also, it's easier to manipula...
- Mon Jun 08, 2015 5:19 am
- Forum: Modding help
- Topic: Placeable items?
- Replies: 5
- Views: 3267
Re: Placeable items?
I've tried to set it as an stationary entity but struggled at setting the type of the entity as none pre-established has met my needs Edit: I've managed to do some stuff in a hacky way but i've found another problem, it keeps asking electricity... As i've tried to find and failed, there's no useless...
- Sun Jun 07, 2015 1:49 pm
- Forum: Modding help
- Topic: Placeable items?
- Replies: 5
- Views: 3267
Placeable items?
Is there any way to make let's say, iron ore placeable in the map while selecting it from the player inventory and clicking, like a furnace or chest placement?