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by Tenebrous
Wed May 07, 2014 6:57 pm
Forum: Ideas and Suggestions
Topic: New possible idea
Replies: 16
Views: 6792

Re: New possible idea

kovarex wrote:I like this idea, I had something similar in mind. But those burrowing biters would have to be very late game enemy.
Plus it's not really fair to add a hidden enemy, without giving the player a way of detecting them. Perhaps a module the player can add to a radar :)
by Tenebrous
Wed May 07, 2014 6:55 pm
Forum: General discussion
Topic: Campaign: Confusion over who is 'talking'?
Replies: 9
Views: 2886

Campaign: Confusion over who is 'talking'?

I think the text in the campaign could do with a little work, as it's currently confusing as to 'who' is talking, and who they are talking to. Example: But first I need to destroy the small biters nest in the mid north. OK great, so that's "me", the player character, talking. But then... Y...
by Tenebrous
Wed May 07, 2014 6:51 pm
Forum: Implemented Suggestions
Topic: Pollution added to the production overview
Replies: 1
Views: 1673

Re: Pollution added to the production overview

And also, I noticed liquids aren't include either :(
by Tenebrous
Wed May 07, 2014 6:50 pm
Forum: Implemented Suggestions
Topic: What about renaming Train Stations / Labs ?
Replies: 8
Views: 2832

Re: What about renaming Train Stations / Labs ?

That's the best kind of to-do list
by Tenebrous
Wed May 07, 2014 9:51 am
Forum: Implemented Suggestions
Topic: Level of Detail and higher resolution textures please
Replies: 6
Views: 3485

Re: Level of Detail and higher resolution textures please

As commented on in Marwin's stackexchange post, the problem is with the massive atlasses being used - they should be much smaller to allow them to be swapped in/out of the GPU as needed.
by Tenebrous
Wed May 07, 2014 9:48 am
Forum: Ideas and Suggestions
Topic: Conveyor Belt Router
Replies: 52
Views: 18016

Re: Conveyor Belt Router

A device (or new use for an existing one) that splits the two lanes of a conveyor makes sense in the real world as well as in game - I'd love to have one added also :)
by Tenebrous
Tue May 06, 2014 2:55 pm
Forum: Ideas and Suggestions
Topic: On and off switches are a must!
Replies: 7
Views: 2523

Re: On and off switches are a must!

Actually, it occurs to me that on/off switches would be awesome for a lot of other reasons. However, in addition to being able to switch parts of your network off/on, as well as specific machines etc... if we could name the switches and have a remote control panel (probably after a lot of research!)...
by Tenebrous
Mon May 05, 2014 4:28 pm
Forum: Implemented Suggestions
Topic: [0.8.4++] Player as requester/provider chest
Replies: 13
Views: 12529

Re: [0.8.4++] Player as requester/provider chest

Thanks for the merge :D

What I'd really like is just to have some slots in inventory, under Logistics, where anything you put in it is picked up by the logistics system and, for example, stored in the storage chests etc - just to get them out of your inventory.
by Tenebrous
Mon May 05, 2014 8:17 am
Forum: Implemented Suggestions
Topic: [0.8.4++] Player as requester/provider chest
Replies: 13
Views: 12529

Logistics system - send from player to storage/requesters

So I have an inventory full of iron plates and a logistics section... I can request more stuff from the logistics network but I can't dump the stuff I have back into it. So basically, allow the player to act as a provider in the logistics network as well as a requester. I suggest another section of ...
by Tenebrous
Mon May 05, 2014 8:09 am
Forum: Ideas and Suggestions
Topic: On and off switches are a must!
Replies: 7
Views: 2523

Re: On and off switches are a must!

It would be immensely useful to be able to turn parts of your electricity network on or off.

For example, if you run low of coal for whatever reason, just turn off the section for science pack production but leave the coal miners operating.

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