Search found 2124 matches
- Wed Nov 26, 2014 10:27 pm
- Forum: Implemented Suggestions
- Topic: Cars and riding Shotgun
- Replies: 3
- Views: 1134
Re: Cars and riding Shotgun
Well, the tank presumably has integrated targeting. I see the car as you using your hand-held weapon, which isn't integrated. The tank has some level of autotargeting capabilities built in, so it isn't as much an issue.
- Wed Nov 26, 2014 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3][kovarex] Game crashes when pressing alert button.
- Replies: 5
- Views: 1956
Re: [0.11.3] Game crashes when pressing alert button.
I find that, in the case of multiplayer, if an allied player is attacked, and it shows up, the game crashes if you simply hover over it.
- Wed Nov 26, 2014 3:08 am
- Forum: Pending
- Topic: [0.11.3] other player inventory lost
- Replies: 2
- Views: 2930
Re: [0.11.3] other player inventory lost
Observed same thing.
- Wed Nov 26, 2014 3:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3] Desync when a new spawned construction bot docks
- Replies: 2
- Views: 990
Re: [0.11.3] Desync when a new spawned construction bot dock
Same occurrence here.
- Wed Nov 26, 2014 12:08 am
- Forum: Implemented Suggestions
- Topic: Cars and riding Shotgun
- Replies: 3
- Views: 1134
Cars and riding Shotgun
Suggest allowing you to shoot out of a car again. However, autoaim should be disabled during that unless immobile, since you are trying to drive, at least in theory. That way, trying to shoot and drive results in increased chance of crashing. Also, shotguns should have their angle-of-fire randomized...
- Fri Sep 19, 2014 7:48 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 130531
Re: [0.10.3] RoadWorks 1.06 + Soundless version
Two issues.
Occasionally, placing a road section removes existing road terrain around it, generally biased downwards.
Transport belts don't move players if there is also road under neither it.
Occasionally, placing a road section removes existing road terrain around it, generally biased downwards.
Transport belts don't move players if there is also road under neither it.
- Fri Aug 08, 2014 8:40 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 130531
Re: [0.10.3] RoadWorks 1.06 + Soundless version
Did a quick test. Noted something When you place a road piece, it doesn't place an object, and can't then be removed. This is a bit worrying. Aside from wasting resources, it might cause issues with unwanted terrain alterations, which could look bad and are irreversible, from a simple, easily accide...
- Fri Aug 08, 2014 8:13 pm
- Forum: Mods
- Topic: [MOD 0.11.x] NoMoreBots v1.0
- Replies: 9
- Views: 21283
Re: [MOD 0.10.x] NoMoreBots v1.0
I am glad you decided to post this, rather than keeping it to yourself, Thanks
- Fri Aug 08, 2014 8:05 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
- Replies: 16
- Views: 24156
Re: [MOD 0.10.x] Longer Day/Night Cycle (DayNightExtender)
Suggest altering data file. Suggest the default (3 and a half minutes?) be 210 for 210 seconds, for each, or else 3.5 for 3 and a half minutes. Otherwise, 1 should be normal night/day length, 2 doubled, and 0.5 halved, and so on. Add commented data (ignored data) which states how it interprets the d...
- Fri Jul 18, 2014 1:38 am
- Forum: Ideas and Suggestions
- Topic: Copy-paste modules (in addition to settings)
- Replies: 22
- Views: 19986
Copy Setting for Modules
You can, I believe, Via shift right click, then left click, copy settings from one object to another. This lets you rapidly set up a crafting area, or a rediculous number of smart inserters for that steam engine workaround. I would like that to apply to adding modules. If you right click on somethin...
- Fri Jul 18, 2014 1:36 am
- Forum: Ideas and Suggestions
- Topic: Robot Pickup
- Replies: 3
- Views: 1144
Re: Robot Pickup
That would be appreciated
- Fri Jul 18, 2014 1:08 am
- Forum: Ideas and Suggestions
- Topic: Robot Pickup
- Replies: 3
- Views: 1144
Robot Pickup
Robots, if right clicked, should not be pickup-able. Instead, limit that purely to the roboport. I often end up accidently collecting robots when removing things when they fly over my cursor. they are picked up instantly, so this is somewhat irritating. They can already be retrieved at a roboport an...
- Fri Jul 18, 2014 12:21 am
- Forum: Mods
- Topic: [0.9.x] Landfill (1.1)
- Replies: 52
- Views: 39107
Re: [0.9.x] Landfill (1.1)
Download seems to be broken. Possible to be temporary.
- Thu Jul 17, 2014 6:12 pm
- Forum: Implemented Suggestions
- Topic: Change Plastic Graphic Request
- Replies: 4
- Views: 6713
Re: Change Plastic Graphic Request
I support this.
- Wed Jul 16, 2014 11:31 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Frequently Suggested Ideas
- Replies: 20
- Views: 39407
Re: FREQUENLY SUGGESTED IDEAS
Modular Vehicles?
Both Module armor type modules, and power armor type modules.
preferably sharing both module types, albiet with filters to avoid invalid modules.
Thinking Laser/shielded train, or hasted. Same with Car, and then the future tank I think we will be getting eventually.
Both Module armor type modules, and power armor type modules.
preferably sharing both module types, albiet with filters to avoid invalid modules.
Thinking Laser/shielded train, or hasted. Same with Car, and then the future tank I think we will be getting eventually.
- Mon Jul 14, 2014 2:06 pm
- Forum: Gameplay Help
- Topic: laser module power consumption
- Replies: 2
- Views: 1260
Re: laser module power consumption
Alright, Thanks.
That makes planning so much eaiser.
That makes planning so much eaiser.
- Sun Jul 13, 2014 9:47 pm
- Forum: Gameplay Help
- Topic: laser module power consumption
- Replies: 2
- Views: 1260
laser module power consumption
How much does it use? Tooltip has no info. I can't sanely calculate or ballpark it without a stable generator or a perfect timer manipulator. Since fusion generator is not a constant rate, I can't determinie it effectively.
- Sun Jul 13, 2014 3:19 am
- Forum: Ideas and Suggestions
- Topic: Segmented Shield UI
- Replies: 0
- Views: 1561
Segmented Shield UI
Suggest Shield UI be seperated into multiple shield module bound bars. As is, (and I like this feature) the shield modules will take damage seperately, and may or may not be done in a specific order. The interesting thing is that the more shields take damage or are depleted (if it is in sequence rat...
- Sun Jul 13, 2014 3:13 am
- Forum: Gameplay Help
- Topic: Best Modular Armor MKI Setup?
- Replies: 7
- Views: 15139
Re: Best Modular Armor MKI Setup?
I go with a fusion reactor, a standard exo suit equipment, 3 batteries, 3 shields (I think 2 mark 2s and 1 mark 1, can't recall the balance point) 3 batteries, and 7 solar cells. thats for the 7x7 module armor. If you are using the 5x5, I have no idea. I don't bother with it. it can't support much o...
- Sun Jul 13, 2014 3:09 am
- Forum: Gameplay Help
- Topic: Portable fusion reactor Power Output
- Replies: 3
- Views: 2576
Re: Portable fusion reactor Power Output
No, I am not certain. I was aware of that, due to my observation that batteries only drain once it goes through several shield layers. (perhaps a segmented shield bar should be added, will suggest) The thing to note is that I had one fusion reactor, 3 batteries (or so) and 5 T1 shield modules. Each ...