Search found 782 matches

by Drury
Tue Apr 15, 2014 11:25 am
Forum: Ideas and Suggestions
Topic: wood, more uses , light bridges, weak walls
Replies: 9
Views: 5019

Re: wood, more uses , light bridges, weak walls

I'm perfectly fine with the amount of products requiring wood - I think only small poles, chests and shotguns? Everything else is made of copper, iron, coal, water and oil, that's enough I think.
by Drury
Mon Apr 14, 2014 12:32 pm
Forum: News
Topic: Friday Facts #29 So many ideas
Replies: 22
Views: 23955

Re: Friday Facts #29 So many ideas

http://playstarbound.com/suggestions/

This might work as well. reddit-like system showing most popular suggestions of all time as well as smaller recent requests, everything can be easily rated. Simple, effective.
by Drury
Mon Apr 14, 2014 12:29 pm
Forum: Gameplay Help
Topic: 2 Newbie questions
Replies: 3
Views: 3542

Re: The trees are annoying

Is really chopping them down so difficult or time consuming? It shouldn't take more than a minute to clear out an average ore deposit.
by Drury
Sun Apr 13, 2014 2:26 pm
Forum: News
Topic: Friday Facts #29 So many ideas
Replies: 22
Views: 23955

Re: Friday Facts #29 So many ideas

So here is my suggestion: Create a new board or use the development proposals... I think you're thinking a bit too big here. We don't need to make a reality show about ideas with voting and stuff, I'd say one sticky thread on the ideas board with a list of links to threads categorized by the genera...
by Drury
Sat Apr 12, 2014 5:32 pm
Forum: Off topic
Topic: Sooo very offtopic :)
Replies: 18
Views: 15198

Re: Sooo very offtopic :)

From that perspective, yes, but from your original post it seems you have found some files on the server that we're not supposed to have access to.

Basically there is no point to this thread as I assume you're not going to share your findings, and anyway, you really shouldn't.
by Drury
Sat Apr 12, 2014 3:21 pm
Forum: Off topic
Topic: Sooo very offtopic :)
Replies: 18
Views: 15198

Re: Sooo very offtopic :)

It's also a hacking school of sorts.

But yeah they do provide url-shortening service.
by Drury
Sat Apr 12, 2014 3:04 pm
Forum: Off topic
Topic: Sooo very offtopic :)
Replies: 18
Views: 15198

Re: Sooo very offtopic :)

hts = hack this site

Not sure how long this topic is going to last but I hope not too long.
by Drury
Sat Apr 12, 2014 12:18 pm
Forum: Releases
Topic: Version 0.9.8
Replies: 13
Views: 29561

Re: Version 0.9.8

Hmmm... But two parallel diagonal rails still count as a single block. That actually irks me more than any of the bugs fixed in this update.

Not to belittle your efforts, keep it up!
by Drury
Sat Apr 12, 2014 11:30 am
Forum: News
Topic: Friday Facts #29 So many ideas
Replies: 22
Views: 23955

Re: Friday Facts #29 So many ideas

What you decide to leave out is as important as what you decide to put in. I think having too many ideas can lead to feature creep. Yes, they're good ideas, many of them are anyway. But I count on you, the developer, to realize your vision of what the game should be. That's what I'm paying for, you...
by Drury
Thu Apr 10, 2014 6:50 am
Forum: General discussion
Topic: Old version repository/where do I get the old car sprites?
Replies: 7
Views: 15393

Re: Old version repository/where do I get the old car sprite

I've already checked 0.6.4, no luck. The spritesheet must be much older.
by Drury
Wed Apr 09, 2014 7:25 pm
Forum: General discussion
Topic: Old version repository/where do I get the old car sprites?
Replies: 7
Views: 15393

Old version repository/where do I get the old car sprites?

I'm new to Factorio so I never got to see the cartoon cadillac sprites in action, and to be honest I'd really love to, just for the heck of it http://facepunch.com/fp/emoot/v.gif Is it possible to reach the old versions of the game somehow? Are they even still hosted on the server? /Could somebody P...
by Drury
Tue Apr 08, 2014 7:24 pm
Forum: News
Topic: Friday Facts #27 The roadmap
Replies: 32
Views: 27304

Re: Friday Facts #27 The roadmap

The GUI needs to be animated a little bit... Get rid of the "Windows"-style, connect the GUI more with the entities themselfes. Eg rightclick on an assembler, the assembler interface kind of pops out of the machine, clearly visible connected to the machine. The HUD the player sees (eg his...
by Drury
Tue Apr 08, 2014 4:41 pm
Forum: General discussion
Topic: Interesting icons
Replies: 1
Views: 1040

Re: Interesting icons

There are also railgun and railgun ammo icons - although I reckon this is quite a bit than 0.9.7.

I could use some railguns to fight those big worms.

EDIT: By the way, what makes you think that's for modular vehicles? Not that I'd be against it, but pistons have many uses :)
by Drury
Tue Apr 08, 2014 3:55 pm
Forum: News
Topic: Friday Facts #27 The roadmap
Replies: 32
Views: 27304

Re: Friday Facts #27 The roadmap

Heh, I was about to suggest Fallout-esque HUD.

Surely Albert wouldn't complain if you let him model some HUD elements.




Meanwhile in Barcelona...
by Drury
Mon Apr 07, 2014 4:05 pm
Forum: Ideas and Suggestions
Topic: Outpost logistics
Replies: 25
Views: 19137

Re: Outpost logistics

I like your last suggestion. Trains are perfect for linking distant logistics network together. They are fast, they are safe, they can carry a lot of cargo at once. Now only to figure out how it might work. OpenTTD has a patch called cargodest, short for cargo destinations. This system allows trains...
by Drury
Sun Apr 06, 2014 12:06 pm
Forum: Ideas and Requests For Mods
Topic: airplanes and helicopters
Replies: 3
Views: 4707

Re: airplanes and helicopters

Then there are the big what? Should I send help, are you in trouble?
by Drury
Sun Apr 06, 2014 12:01 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 149049

Re: RTS direction

Even though it might be a bit difficult to balance, I think a Warzone 2100 modular system would be cool. Basically, you'd build vehicles in a similar manner as you build logistics/construction drones - first manufacture the frame, then add to it, and the resulting tank functions depending on what yo...
by Drury
Sat Apr 05, 2014 7:30 pm
Forum: Resolved Problems and Bugs
Topic: Two diagonal rails next to each other count as one block(?)
Replies: 1
Views: 870

Two diagonal rails next to each other count as one block(?)

Or at least that's what I made out of this behavior (sorry about Steam jpeg compression) Sometimes this happens further ahead on the other end of the curve and one of the trains waits for the other to pass before proceeding. In this case, they get stuck and I need to manually drive either one past ...
by Drury
Fri Apr 04, 2014 5:08 pm
Forum: Releases
Topic: Version 0.9.7
Replies: 11
Views: 24769

Re: Version 0.9.7

Oh, right, got it confused with OpenTTD. And you're right about the borders, maybe even go as far as revamping the whole sprite to look different, i.e. fast belts aren't belts at all but rather some sort of fan-powered hoverbelts, and express belts a sort of plasma stream/waterslide. Just my 2 cents...

Go to advanced search