Search found 122 matches

by Mysteria9
Thu Mar 07, 2013 3:40 pm
Forum: Off topic
Topic: Why Not?(warning,click at own risk)
Replies: 15
Views: 16885

Re: Why Not?(warning,click at own risk)

Dylems wrote:that was weird...
I agree. Quite.
by Mysteria9
Thu Mar 07, 2013 3:32 pm
Forum: Releases
Topic: Next steps
Replies: 20
Views: 38737

Re: Next steps

Many thanks for the update.
Good to hear that the paypal issue has been resolved!
by Mysteria9
Tue Mar 05, 2013 3:16 pm
Forum: Ideas and Suggestions
Topic: [idea] Mini assembler
Replies: 20
Views: 15975

Re: [idea] Mini assembler

I like that idea! Could be very handy.
by Mysteria9
Tue Mar 05, 2013 3:13 pm
Forum: Resolved Problems and Bugs
Topic: Save on Death
Replies: 6
Views: 3767

Re: Save on Death

kovarex wrote:The reason is replay indeed.
I guess that the best solution is to have Load button there and rename the "Save" button to "Save replay" button.
That'd be perfect!
by Mysteria9
Tue Mar 05, 2013 3:12 pm
Forum: Implemented Suggestions
Topic: Research progress lost without warning when changing project
Replies: 12
Views: 18758

Re: Research progress lost without warning when changing pro

Indeed, many science packs have died because of this...
Let's share a moment of silence...
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Ok, let's make new ones!
by Mysteria9
Tue Mar 05, 2013 3:05 pm
Forum: General discussion
Topic: Exact assembly times
Replies: 6
Views: 9786

Re: Exact assembly times

Crafting speed is 2.25 and 3.75 according to in-game tooltip.
Most likely a simple speed multiplier?
by Mysteria9
Mon Mar 04, 2013 8:39 pm
Forum: Balancing
Topic: Assembling machine recipes
Replies: 5
Views: 8977

Re: Assembling machine recipes

Dakkanor wrote:think of it like the advanced assembler has to make the chassis, main gears AND circuitry. while for the other stages all that is required is to upgrade the gears or circuitry.
That makes sense. I approve! :)
by Mysteria9
Mon Mar 04, 2013 8:37 pm
Forum: Resolved Problems and Bugs
Topic: Save on Death
Replies: 6
Views: 3767

Re: Save on Death

I've been puzzled by that too.
by Mysteria9
Mon Mar 04, 2013 8:35 pm
Forum: Implemented Suggestions
Topic: Idea Some advanced transport belt
Replies: 17
Views: 18457

Re: Idea Some advanced transport belt

MF- wrote:Left and right blocks are already in.. If you agree that that underground belt trickery is a feature :)
Considering the devs seem to have fixed the unreliability regarding that, yes! And I love it.
by Mysteria9
Mon Mar 04, 2013 8:20 pm
Forum: Not a bug
Topic: Pump v.s. underground belt collision oddity.
Replies: 3
Views: 2793

Re: Pump v.s. underground belt collision oddity.

Interesting!
Seems like the hitbox of the pump is a bit stretched out.
by Mysteria9
Mon Mar 04, 2013 8:15 pm
Forum: Not a bug
Topic: Items teleport through splitter
Replies: 0
Views: 3409

Items teleport through splitter

When items enter the splitter they instantly pop out the other end.
Stacking a bunch of splitters after each other makes the items travel faster than on an express belt! :shock:
by Mysteria9
Mon Mar 04, 2013 5:45 pm
Forum: Off topic
Topic: Music
Replies: 10
Views: 19366

Re: Music

But nothing is more beautiful than this one: http://www.youtube.com/watch?v=NeyiQ7HOMmw
by Mysteria9
Mon Mar 04, 2013 5:06 pm
Forum: Balancing
Topic: too much iron for express belts
Replies: 11
Views: 16631

Re: too much iron for express belts

They should be expensive, they are the fastest!
by Mysteria9
Sun Mar 03, 2013 11:17 am
Forum: Ideas and Suggestions
Topic: Separation of poles and power wires
Replies: 16
Views: 14952

Re: Separation of poles and power wires

Alternative proposal - no toggles necessary: Posts would look up the nearby posts (as usual) and autoconnect the wire colors that are present on that post. (If I build a post next to one that has Power and Green, the new post would connect using Power and Green wiring from my inventory) That would ...
by Mysteria9
Sun Mar 03, 2013 11:09 am
Forum: Resolved Problems and Bugs
Topic: [Resolved 0.2.10] can't "mine" turrets or labs
Replies: 7
Views: 4441

Re: can't "mine" turrets or labs

Sorry for that, we made mistake by making release at 3 am with too many features finished the same day as well as solving payapal issues. There were several easy to fix bugs we just didn't have time to solve. I believe that we already fixed those bugs, but we will do some testing tomorrow and proba...
by Mysteria9
Sun Mar 03, 2013 11:05 am
Forum: General discussion
Topic: To the Team
Replies: 10
Views: 9578

Re: To the Team

Darthlawsuit wrote:Game developers who listen to their customers get very large and loyal fanbases. Game developers who don't listen to their fans become part of EA games.
Very true indeed!
by Mysteria9
Sun Mar 03, 2013 11:03 am
Forum: General discussion
Topic: Conveyor Belts + Electricity
Replies: 4
Views: 5180

Re: Conveyor Belts + Electricity

Built in solar panels that only provide enough power to run itself. They are able to store just enough energy to make it through the night. Nice try, doesn't explain why they start working at night when you place them at night :D Let's say they use thermal energy from the ground, then. 8-) Actually...
by Mysteria9
Sun Mar 03, 2013 10:57 am
Forum: Show your Creations
Topic: Logic Gates 1 (Without Combinators!)
Replies: 4
Views: 22149

Re: Logic Gates

Mark wrote:Great designs! I like where this is going :)
Couldn't agree more! Soon we'll be playing factorio inside factorio! :shock:
by Mysteria9
Sat Mar 02, 2013 12:24 pm
Forum: Ideas and Suggestions
Topic: Avatar Teleporter
Replies: 45
Views: 6738

Re: Teleporters

what about a maintenance pad that repairs and refuels the logistics robots, but at the price of requiring Metal + Fuel cans + Electricity, this pad could also be where the robots go when no in use, this could also go further so that each pad allows +10 robots or +5 ect, actually +5 is better. for t...
by Mysteria9
Sat Mar 02, 2013 12:20 pm
Forum: Ideas and Suggestions
Topic: Separation of poles and power wires
Replies: 16
Views: 14952

Re: Separation of poles and power wires

It's a good idea! But having the option is always nice. Like this: •Placing a pole using right-click will take a copper wire from the inventory as usual and connect it. •Placing a pole using shift+right-click will place only the pole and no copper wire is taken frem the inventory. •Selecting the cop...

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