Search found 2124 matches

by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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 :D
by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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
by Ranakastrasz
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...
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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.
by Ranakastrasz
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...
by Ranakastrasz
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...
by Ranakastrasz
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 ...

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