Search found 28 matches

by Undermind
Sun Jan 29, 2017 7:06 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 45273

Re: Friday Facts #175 - Programmable Speaker

It's all nice and good but I hope there would be more lategame content in near future.
by Undermind
Fri Jan 13, 2017 4:43 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 89940

Re: Friday Facts #173 - Nuclear stuff is almost done

RIP in peace nuclear power.
by Undermind
Fri Nov 25, 2016 9:08 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 71155

Re: Friday Facts #166 - Combat Revisit

For me one of the biggest disappointment in this game was when I first researched combat robotics and instead of cool robots that semi-automatically kick biters asses I got some shitty drones flying with me. I don't want to run around spawners with machinegun and drones or siege them with turrets, t...
by Undermind
Fri Aug 12, 2016 4:11 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 93471

Re: Friday facts #151 - The plans for 0.14

New late-game content at last!
by Undermind
Fri Apr 10, 2015 9:15 am
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 68827

Re: Ideas, suggestions & discussion

by Undermind
Tue Nov 04, 2014 7:33 am
Forum: Balancing
Topic: Inserters shouldn't take fuel from locomotives
Replies: 38
Views: 31264

Re: Inserters shouldn't take fuel from locomotives

How about add to trains options checkbox like this: "Allow loading/unloading only on stations". So inserters wouldn't steal coal from locomotive or put it in cargo wagon when train stops on signal near station.
by Undermind
Fri Oct 31, 2014 5:15 pm
Forum: Releases
Topic: Version 0.11.0
Replies: 81
Views: 105614

Re: Version 0.11.0

MP hype!
by Undermind
Wed Jun 25, 2014 8:12 am
Forum: Ideas and Suggestions
Topic: Assembly Machine Recipe Disabling: Quick and Easy
Replies: 4
Views: 3487

Re: Assembly Machine Recipe Disabling: Quick and Easy

Works ok if you are talking of one type of entity. But if ya do that for assembly line consistinf og: assembler, smart inserters, requester chests and provider chests it might be too long to copy all the stuff If you have provider chests you have robots. Just deconsturct everything and rebuild with...
by Undermind
Sat May 31, 2014 9:32 am
Forum: Mods
Topic: [MOD 0.10.x] Quick Start v0.1.2
Replies: 11
Views: 18923

Re: [MOD 0.9.x] Quick Start v0.1.2

Amount of resources reduced.
by Undermind
Sun May 11, 2014 4:26 am
Forum: Ideas and Suggestions
Topic: Biter repelling building?
Replies: 3
Views: 1915

Re: Biter repelling building?

Laser turret cluster is the best repellent.
by Undermind
Sun May 04, 2014 10:58 am
Forum: Ideas and Suggestions
Topic: A cup of multiplayer
Replies: 11
Views: 13551

Re: A cup of multiplayer

My ideas about mp: - Diplomacy screen where you can mark other players as enemy/neutral/ally - Turrets attack enemy players - Deconstruction enemy and neutral buildings require more time - Only ally buildings can interact - Logistic bots interact with ally logistic system as if it part of yours - Ne...
by Undermind
Fri Feb 28, 2014 12:58 pm
Forum: Ideas and Suggestions
Topic: display transparent grid when placing objects
Replies: 6
Views: 2932

Re: display transparent grid when placing objects

This would be really useful.
by Undermind
Fri Feb 28, 2014 12:54 pm
Forum: General discussion
Topic: If you thought tower creeping was dull...
Replies: 37
Views: 18947

Re: If you thought tower creeping was dull...

Construction time would be nice nerf for this. But I think first we need some alternative to offense with towers in mid game, like tanks, artillery and bombers.
by Undermind
Sat Feb 15, 2014 5:33 am
Forum: Mods
Topic: [MOD 0.10.x] Quick Start v0.1.2
Replies: 11
Views: 18923

Re: [MOD 0.9.x] Quick Start v0.1.1

Pump renamed to offshore pump.
by Undermind
Fri Feb 14, 2014 6:16 pm
Forum: Ideas and Suggestions
Topic: Automatic steam power control with solar
Replies: 9
Views: 6958

Re: Automatic steam power control with solar

Phantasm wrote:The old thread is about quite different thing. More about generic logical controls over various things and not that much related to power network in any way. Could be extended to it of course.
Logic is ultimate thing that solves a lot of problems, energy control included.
by Undermind
Sun Feb 09, 2014 6:09 pm
Forum: Ideas and Suggestions
Topic: Some Details
Replies: 6
Views: 3827

Re: Some Details

Bleda wrote:
Undermind wrote:
Bleda wrote:So I would have to connect it to every single storage chest in my factory?
Yep.
by Undermind
Sun Feb 09, 2014 5:47 pm
Forum: Ideas and Suggestions
Topic: Some Details
Replies: 6
Views: 3827

Re: Some Details

8. If you build storage chests, you get kind of a global pool of items, that can be dynamically distributed to where they are needed. That's great, but there should be a way to limit the storage and production of certain items. I don't want my storage to be filled with tons of speed modules that I ...
by Undermind
Sat Jan 25, 2014 12:26 pm
Forum: Show your Creations
Topic: Self-limiting loops and ingredients.
Replies: 13
Views: 16793

Re: Self-limiting loops and ingredients.

Pandamonium wrote: What are "Provider chests used for? I dont see a use for them.
I think it's possible that storage chest will be filled with something and inserter could not unload items from assembling machine. But this situation is pretty fabulous.
by Undermind
Sat Jan 25, 2014 11:48 am
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 24628

Re: Module Reballance

I think best way to balance productivity modules is stronger enemies that will be attracted by pollution. As for now you can easily defend factory no matter how high it's pollution level. When new types of enemies appear I hope it wold be really difficult to defend high pollution factory. But this s...
by Undermind
Tue Jan 21, 2014 6:07 am
Forum: Not a bug
Topic: Inserter-problem stuck with wrong item
Replies: 7
Views: 7348

Re: Inserter-problem stuck with wrong item

Maybe inserters should just stop working when there is no factory/belt/chest/etc to place items. I can't see any use in putting items on the ground.

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