Everyone hammering the F5 today for the big update and you raise a 3 year old thread from the dead.
Well played.
Search found 214 matches
- Fri Jun 10, 2016 5:08 pm
- Forum: News
- Topic: Random Ramblings #2
- Replies: 7
- Views: 8818
- Fri Jun 10, 2016 12:25 pm
- Forum: Show your Creations
- Topic: Just simple building modules
- Replies: 9
- Views: 4163
Re: Just simple building modules
too much effort, limiting chest to a stack or two is easy.
- Thu Jun 09, 2016 4:03 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19315
Re: [MOD 0.12.x] Advanced Personal Defense
Edited the OP w/ more screens and better description of how the gun+ammo thing works. For those that try this out, I would like some feedback regarding game balance on both of the parts. Particularly the laser, I'm shooting for an end-game "useful but not overpowered" area that fits well ...
- Thu Jun 09, 2016 11:19 am
- Forum: Balancing
- Topic: The personal laser defense
- Replies: 33
- Views: 16471
Re: The personal laser defense
That might be possible with how Adil did the gun programming. I'll try to tinker with it.
- Wed Jun 08, 2016 11:02 pm
- Forum: General discussion
- Topic: The game is good
- Replies: 31
- Views: 16534
Re: Why I really hate/dislike the game
Every early access game gets comments like this, people don't understand that it isn't done yet.
I've had my moments with Space Engineers for sure, sometimes it is frustrating.
I've had my moments with Space Engineers for sure, sometimes it is frustrating.
- Wed Jun 08, 2016 8:41 pm
- Forum: General discussion
- Topic: The game is good
- Replies: 31
- Views: 16534
Re: Why I really hate/dislike the game
Dude, the whole game is not complete!
Relax, they are working on it.
Relax, they are working on it.
- Wed Jun 08, 2016 8:38 pm
- Forum: Balancing
- Topic: The personal laser defense
- Replies: 33
- Views: 16471
- Wed Jun 08, 2016 8:30 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19315
Re: [MOD 0.12.x] Advanced Personal Defense
Edited the OP w/ more screens and better description of how the gun+ammo thing works. For those that try this out, I would like some feedback regarding game balance on both of the parts. Particularly the laser, I'm shooting for an end-game "useful but not overpowered" area that fits well i...
- Wed Jun 08, 2016 3:34 pm
- Forum: General discussion
- Topic: Fighting Big bases.
- Replies: 22
- Views: 9502
Re: Fighting Big bases.
+1 using poison to take down big worms is very helpful. Use destroyers or whatever you have to take some heat off you, if you stop running just before the spawn camp they will slingshot past you and attract the abuse. Use these precious seconds to fumigate the area, then retreat to recharge shields ...
- Wed Jun 08, 2016 3:26 pm
- Forum: General discussion
- Topic: Is there a Herobrine in Factorio?
- Replies: 11
- Views: 6014
Re: Is there a Herobrine in Factorio?
Should be shift-R, I think that would prevent this.
I've done it too!
I've done it too!
- Tue Jun 07, 2016 8:28 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19315
Re: [MOD 0.12.x] Advanced Personal Defense
I have aspirations to make all the parts show on the character, it's a long ways off though. A lot of work to generate the animations. I'd love to do this all modularly though. I'll see how things look in 0.13 before getting too crazy. After coming up with graphics would have to figure out the progr...
- Tue Jun 07, 2016 6:42 pm
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 7428
Re: About Modules & Furnaces - Checking My Arithmetic
[quote="Stede" @AutoMcD - I saw you mentioned infinite space. Regarding that,I tend to play with biter attacks on, and I try to avoid flagpoling. As a result, all space must first be cleared, then secured. The initial cost of that is something I definitely feel, in addition to the recurrin...
- Tue Jun 07, 2016 12:39 pm
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 7428
Re: About Modules & Furnaces - Checking My Arithmetic
My thought on the miners is that the ones near my base i want the ore cleared ASAP. The outposts can go very slow, they are just 1 more stop for the train!
- Tue Jun 07, 2016 2:59 am
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 7428
Re: About Modules & Furnaces - Checking My Arithmetic
Space is not a scarce resource. Who cares if you cover a square mile with solar? It's only a matter of investment. I like to offset PM energy hit with EM module when practical. As for speed, it usually makes more sense to me to just make more production, save the module slots for PM or EM. I don't u...
- Mon Jun 06, 2016 7:49 pm
- Forum: General discussion
- Topic: shout out to the modders
- Replies: 0
- Views: 663
shout out to the modders
I've been browsing the mods areas and even cooked one up myself, and I have to say.. There's a ton of excellent mods in there which took a decent amount of effort to put together, and really not much love in those threads. They are all business, most of them it's just the OP following up with update...
- Mon Jun 06, 2016 7:41 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Fishing Pole
- Replies: 16
- Views: 21275
Re: [MOD 0.12.x] Fishing Pole
It's unfortunate that furnace won't accept fish, raw is the only option.
- Mon Jun 06, 2016 2:08 pm
- Forum: Modding help
- Topic: Help with converting laser equipment to use ammo
- Replies: 19
- Views: 4559
Re: Help with converting laser equipment to use ammo
is there a way to check what tech is researched and modify values based upon that? such as damage, ROF to reflect turret upgrades.
- Mon Jun 06, 2016 1:27 pm
- Forum: Show your Creations
- Topic: Just simple building modules
- Replies: 9
- Views: 4163
Re: Just simple building modules
Pretty common with anything built after logsitics chests I assume.
Here is how one of mine turned out:
For higher volume things like circuits and wires it really makes a difference to insert straight from one assembler into the other because of the stack bonus.
Here is how one of mine turned out:
For higher volume things like circuits and wires it really makes a difference to insert straight from one assembler into the other because of the stack bonus.
- Sun Jun 05, 2016 6:17 pm
- Forum: Mods
- Topic: [MOD 0.12.33] Power armor mk3 0.1.0
- Replies: 52
- Views: 20044
Re: [MOD 0.12.33] Power armor mk3 0.1.0
I don't know if it's currently possible, it would be if adding animations to the character was possible... In any case, you would need to make/render all 12 animations which is impossible without access to the original player model... Also, modifying animations by hand would be a challenge, because...
- Sun Jun 05, 2016 3:10 pm
- Forum: Mods
- Topic: [MOD 0.12.33] Power armor mk3 0.1.0
- Replies: 52
- Views: 20044
Re: [MOD 0.12.33] Power armor mk3 0.1.0
I'm curious about this as well, considering trying to make the shoulder mounted gun appear for the advanced personal defense. Have a few other ideas too.. The more info is out there, the more it helps everyone.