Search found 300 matches

by Marconos
Fri Jan 13, 2017 7:40 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 79628

Re: Friday Facts #173 - Nuclear stuff is almost done

Good updates, looking forward to it. Few hopefully simple questions on reactor setups. If I have 9 reactors, 3 x 3 grid with 1 stuck in the middle. Is that valid or does each reactor require to have heat pipes attached? Is there a max distance on heat pipes? Can one heat pipe connect to multiple rea...
by Marconos
Sat Jan 07, 2017 12:38 am
Forum: News
Topic: Friday Facts #172 - Blending and Rendering
Replies: 46
Views: 22779

Re: Friday Facts #172 - Blending and Rendering

Really enjoy the posts. The graphics descriptions was great to see and understand. Looking great, can't wait to pump these new graphics through my system!!
by Marconos
Fri Dec 23, 2016 5:24 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 35345

Re: Friday Facts #170 - Blueprint library GUI design and redesign

I love the concept. The poster above, Wiking , has the right idea to switch between blueprint sets. Select a player / game to see the current sets. Then you also have your personal library. Don't try to show too much as that can get you in trouble. I'm sure you guys will figure it out. Really lookin...
by Marconos
Fri Dec 16, 2016 10:22 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 64211

Re: Friday Facts #169 - Combat revisit 2

I really like these changes but something that may be getting over looked is a more difficult change for those that enjoy the harder combat. My suggestion here is to modify the startup, so players can "dial in" the difficulty in the biters that they have. The current density setting could ...
by Marconos
Fri Nov 18, 2016 11:20 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 45226

Re: Friday Facts #165 - Death by a thousand cuts

Can I has that sample picture as a background preaseeeeeee!!!!
by Marconos
Fri Nov 11, 2016 8:48 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 107144

Re: Friday Facts #164 - Nuclear power

Looking really good, Febuary is when the current large project that I'm on comes to an end. Would be perfect timing for me!!
by Marconos
Sat Oct 29, 2016 9:58 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 63706

Re: Friday Facts #162 - Theme Art Again

My 2 cents: Make it possible to finish the game without having to kill biters. But, in order to utilize the never ending research and more advanced technologies, artifacts would be required. Upgrades like faster shooting speed, research speed, rocket damage, flamethrower damage, bot movement speed,...
by Marconos
Fri Oct 14, 2016 6:38 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 115342

Re: Friday Facts #160 - Playtesting

Solid review and thoughts. Only exception I have, as others have mentioned ... do not merge busted items in my inventory, auto repair of them would be great if I have repair packs on my and a personal roboport. But please don't merge them. Pickup two pumpjacks after a biter attack, boom now I have o...
by Marconos
Fri Oct 07, 2016 8:43 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104625

Re: Friday Facts #159 - Research revolution

Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it. Marathon mod. I don't like the marathon mod. I don't want everything in ...
by Marconos
Fri Oct 07, 2016 8:38 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104625

Re: Friday Facts #159 - Research revolution

I really like the science overhaul except for one portion of it. Red / Green science is way too fast. I would love to see the research at these levels of the game doubled at least (or more). Currently it takes no time to blow through these items. Another thought on this, as I'm sure not everyone agr...
by Marconos
Sat Aug 06, 2016 12:33 am
Forum: Balancing
Topic: Alien evolution in 0.13 - too slow?
Replies: 12
Views: 4702

Re: Alien evolution in 0.13 - too slow?

My preferred start. Desert, medium spawn area, high to very high enemy density and very frequent. No solar lots of coal. Without that the aliens are a yawn at best. With that, you can start having some fun!! I don't know if biters need to evolve faster or just have pollution spread even faster to ma...
by Marconos
Fri Jun 24, 2016 9:32 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 49886

Re: Friday Facts #144 - The gfx report

Looking good, can't wait till Monday.

Hoping that someday they are able to improve the game performance more so I can't make an unplayable in such a short period of time.
by Marconos
Fri May 27, 2016 10:13 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 61924

Re: Friday Facts #140 - Soon

Very interesting additions and changes. Can't wait to try it out. Alas my current 1 - 1.5 RPM factory is not running anymore due to my inability to play at sub 20 fps and enjoy the game, so ready to start a new map!!!
by Marconos
Fri May 06, 2016 1:19 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71503

Re: Friday Facts #118 - The release scarecrow

Interesting approach. Really going to have to think about what is the proper place for them and what isn't. Still doesn't give us an easy fully compressed express belt, which is a big desire in many areas. I like the idea overall, just have to play with it to see where it comes out. The train change...
by Marconos
Thu May 05, 2016 2:41 pm
Forum: Releases
Topic: Version 0.12.33
Replies: 21
Views: 29551

Re: Version 0.12.33

Toomicek wrote:So.,ehm.,.,fíííuíííí.,ehm.,,.when do you plan to release some information about 0.13 release date? Cannot wait for it :D
Umm, they did release it .... a bit ago in early posts, June 1st is their release target for 0.13.
by Marconos
Sat Apr 09, 2016 12:10 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 73705

Re: Friday Facts #133 - The train struggle

Interesting Friday facts. I do really like the idea of trains being able to be rotated horizontal / vertical and be the same. I do understand the screen issues and think you are on the right track there. Will be interesting to see what you final end up with. The heavy inserter is a very cool idea EX...
by Marconos
Sat Apr 02, 2016 1:07 am
Forum: Resolved Problems and Bugs
Topic: [0.12.29] Inserters can remove objects from restricted areas
Replies: 9
Views: 3673

Re: [0.12.29] Inserters can remove objects from restricted areas

I absolutely LOVE the "fixed" method that they work now where inserters take from the red area. I can now reduce the space in the chest and then know that the system will clear out the now blocked area but not refill it. The way it works now is great and IMO isn't a bug. Maybe update the t...
by Marconos
Fri Mar 25, 2016 8:38 pm
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 56600

Re: Friday Facts #131 - Roadmap shuffle

Great information, thanks for sharing with us the timing and where things are at.

June 1st date really sucks .. but if it's realistic, it's realistic.

Keep up the great work ... I'll see if I can get my 10k rockets launched on my map before it's released!!!
by Marconos
Mon Mar 14, 2016 1:28 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134980

Re: Friday Facts #129 - The late game

Other Late Game problem is POWER GENERATION \ SMELTING. They are too space consuming while lacking complexity. Late in the game you just copy\paste compact effective design on enormous scale, creating large fields. We need more compact and powerful things. They can be mega structures like spaceport...

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