Search found 204 matches
- Fri Apr 11, 2014 10:28 am
- Forum: Gameplay Help
- Topic: I can not finish the mission :(
- Replies: 15
- Views: 10033
Re: I can not finish the mission :(
Yeah, this mission needs to explain that you have to get in your car for it to count.
- Thu Apr 10, 2014 10:16 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 211541
Re: Electric energy
Yeah, fusion requires a lot of steps, a lot of power to kickstart the reactor, and a lot of control in order to cooldown the chambers. You would need quite the infrastructure in order to start it, and keep it working, so the massive amount of energy would only be worth it if you have a massive facto...
- Thu Apr 10, 2014 6:43 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 211541
Re: Electric energy
Bah, if we are going for nuclear power, why go for the low yield method of fusion, when out tech level is obviously more advanced than what we have today? I mean that Fusion doesn't require any new resource on the map, as it all comes from processing water. It also gives so much more power that the ...
- Thu Apr 10, 2014 5:42 pm
- Forum: General discussion
- Topic: Most Efficient Steam EngineLayout?
- Replies: 16
- Views: 10568
Re: Most Efficient Steam EngineLayout?
Well, I don't know if it's the most efficient, but 1 pump can do for 10 steam engines. And I found out that 14 boilers for that line seems to be a good number, to keep the 100°C, even when demand is high. Again, the only thing "optimal" in this is 10 engines for 1 pump, but that's a good b...
- Thu Apr 10, 2014 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Power switch on buildings
- Replies: 3
- Views: 1737
Re: Power switch on buildings
I would prefer to have those triggers on poles, rather than buildings, it would integrate with mods much better, in my opinion.
Maybe connected to transformed solar panels, to check the light level.
Maybe connected to transformed solar panels, to check the light level.
- Wed Apr 09, 2014 11:36 pm
- Forum: General discussion
- Topic: Well that was an interesting game!
- Replies: 4
- Views: 1899
Re: Well that was an interesting game!
That's impressive, what settings did you use?
- Wed Apr 09, 2014 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Two-directional Conveyer Belts
- Replies: 21
- Views: 5857
Re: Conveyer Belts
Indeed, I didn't know about this trick, thanks.
- Mon Apr 07, 2014 2:18 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 126620
Re: Hidden ores
The biome specific resources would only make sense if it was possible to make really big biomes, so that you would actually need to travel distance in order to find them. As it stands, it's still possible to discover a lot of biomes by foot while trying to secure your starting base, so it would b po...
- Mon Apr 07, 2014 2:11 pm
- Forum: Implemented Suggestions
- Topic: blueprints should not have to require miners to be on minera
- Replies: 9
- Views: 4691
Re: blueprints should not have to require miners to be on mi
You know, it's exactly the same as when one of the tiles can't be placed (because of tree, water, other building in the way), it prevents the whole blueprint, which is good, because if it did jut omit parts that can't be built, it could make the whole contraption not work as expected (missing belts,...
- Mon Apr 07, 2014 2:03 pm
- Forum: Not a bug
- Topic: [0.9.7]Blueprint not work
- Replies: 8
- Views: 5008
Re: [0.9.7]Blueprint not work
It's easy to check if it was needed in older versions or not:
Make a new game, build a chest, destroy it (with C), and if there is no "ghost", then the research was needed in that version.
Make a new game, build a chest, destroy it (with C), and if there is no "ghost", then the research was needed in that version.
- Mon Apr 07, 2014 11:45 am
- Forum: Implemented Suggestions
- Topic: blueprints should not have to require miners to be on minera
- Replies: 9
- Views: 4691
Re: blueprints should not have to require miners to be on mi
I don't like the concept of blueprints not building everything, that's very confusing to me, but I guess I'll just have to keep making my kind of blueprints instead.
- Mon Apr 07, 2014 10:48 am
- Forum: Implemented Suggestions
- Topic: Visual Indicator for Pollution
- Replies: 8
- Views: 3065
Re: Visual Indicator for Pollution
I would personally hate that, given that most machine produce pollution, and trees are the only thing that can slow/stop pollution spread. It would mean that your whole factory would become corrupted, without any mean to really stop it, even with modules to reduce pollution, and your only way of con...
- Mon Apr 07, 2014 8:14 am
- Forum: Implemented Suggestions
- Topic: Random seed option for initial map generation?
- Replies: 2
- Views: 1495
Re: Random seed option for initial map generation?
The seed is more or less planned, but a bit more than just a plain seed, as it will also configure all the map generation fields, to be able to play the same map completely.
Not certain when it is planned for though, but the devs already told us about this.
Not certain when it is planned for though, but the devs already told us about this.
- Sun Apr 06, 2014 1:01 pm
- Forum: Ideas and Requests For Mods
- Topic: airplanes and helicopters
- Replies: 3
- Views: 4713
Re: airplanes and helicopters
He is not an english speaker (Russian), and there is no good translation software out there to help him. I agree, airplanes or other kinds of aerial transportation system would be great, with all the forests and lakes, it would make exploration much more feasible. The best way I can think off would ...
- Sun Apr 06, 2014 5:11 am
- Forum: Implemented Suggestions
- Topic: blueprints should not have to require miners to be on minera
- Replies: 9
- Views: 4691
Re: blueprints should not have to require miners to be on mi
No, it doesn't make it impossible to make blueprints for miners, you just have to think about it differently. The "compact" setup I am using (belt, underground belt and power in the middle row) is basically a repetition of 4 miners around 1 pole, 2 underground belts, and if/when I want to ...
- Sat Apr 05, 2014 3:23 pm
- Forum: Releases
- Topic: Version 0.9.7
- Replies: 11
- Views: 24824
Re: Version 0.9.7
I found out that setting the frequency to "normal" tends to lead to larger patches when using "big" or "very big".
Most likely, this comes from noise layers preventing spawns too close to each other, restricting the size in the process.
Most likely, this comes from noise layers preventing spawns too close to each other, restricting the size in the process.
- Fri Apr 04, 2014 9:21 pm
- Forum: General discussion
- Topic: Console-command
- Replies: 4
- Views: 2409
Re: Console-command
Or you could write/request a small mod with the command you want.
From what I understand, it should not be too hard to just add to the existing resources (maybe limit it to "near" the player).
From what I understand, it should not be too hard to just add to the existing resources (maybe limit it to "near" the player).
- Fri Apr 04, 2014 9:05 pm
- Forum: Ideas and Suggestions
- Topic: Two-directional Conveyer Belts
- Replies: 21
- Views: 5857
Re: Conveyer Belts
I think it's not so much "you can do it an other way already", and more of a "what does it add that would improve the game?". I mean, the OP didn't even bother trying to expand on his ideas as for why it would be a great addition, what lead him to this idea, cases where it would ...
- Fri Apr 04, 2014 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Two-directional Conveyer Belts
- Replies: 21
- Views: 5857
Re: Conveyer Belts
Logistic bots let you automate your factory in an entirely different fashion, not based on overflow like with the belts, but more on "build on demand" style. They also enable the possibility of having items fed to specific places, in specific numbers, which you really can not do without th...
- Fri Apr 04, 2014 2:05 am
- Forum: Videos
- Topic: My latest base in 0.9.6 - Very Organized
- Replies: 20
- Views: 16788
Re: My latest base in 0.9.6 - Very Organized
I have on tiny question though, why is your base nearly purely relying on your manual labour? Well, your factory seems setup to be one of those heavily using logistic bots, so if you make tons of them, it could be a really nice factory. I also liked your road setup, but I think it could even be slig...