Search found 28 matches
- 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.
- 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.
- 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...
- 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!
- 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
I'll just leave this here.
https://www.youtube.com/watch?v=02pWbr9bgbA
https://www.youtube.com/watch?v=02pWbr9bgbA
- 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.
- 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!
- 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...
- 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.
- 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.
- 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...
- 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.
- 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.
- 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.
- 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
Logic is ultimate thing that solves a lot of problems, energy control included.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.
- Sun Feb 09, 2014 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Some Details
- Replies: 6
- Views: 3827
Re: Some Details
Yep.Bleda wrote:Undermind wrote:Bleda wrote:So I would have to connect it to every single storage chest in my factory?
- 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 ...
- 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.
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.Pandamonium wrote: What are "Provider chests used for? I dont see a use for them.
- 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...
- 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.