Search found 2124 matches

by Ranakastrasz
Fri Jul 11, 2014 10:43 pm
Forum: Gameplay Help
Topic: Portable fusion reactor Power Output
Replies: 3
Views: 2545

Portable fusion reactor Power Output

I did some quick calculations, and have determined that my fusion reactor dose not output the advertised 750 watts of power. It is less than 600 watts, based on 5 basic shield modules running at full speed. I read the tooltip, and it says "Maximum Power Output, 750w" This begs the question...
by Ranakastrasz
Thu Jul 10, 2014 11:03 pm
Forum: Ideas and Suggestions
Topic: Unpowered Pump
Replies: 8
Views: 3539

Re: Unpowered Pump

That might actually work.

Its kinda sad when you realize that a Rube Goldberg machine is the most practical solution to your problem.
by Ranakastrasz
Thu Jul 10, 2014 5:29 pm
Forum: Ideas and Suggestions
Topic: Unpowered Pump
Replies: 8
Views: 3539

Re: Unpowered Pump

Fixed Typos Well, what I want is to be able to block water flow when I have solar power. Unfortunately, if I set it facing towards the tank, it entirely forbids any flow whatsoever. meaning a "Small Pump" needs no power to function so far as I can tell. Did some experimentaiton, and an unp...
by Ranakastrasz
Thu Jul 10, 2014 3:03 am
Forum: Ideas and Suggestions
Topic: Unpowered Pump
Replies: 8
Views: 3539

Unpowered Pump

The Small pump, I think, Should act exactly like a normal pipe when unpowered. I had the Clever Idea to use the accumulator-switch trick to disable my steam engines when I had solar power, and have it power pumps. The pumps are linked to the accumulator, and pump water away from the steam engines, t...
by Ranakastrasz
Thu Jul 10, 2014 2:53 am
Forum: Implemented Suggestions
Topic: [0.9] How to abort deconstruction tasks
Replies: 12
Views: 3933

Re: [0.9] How to abort deconstruction tasks

I have the same problem, Would be nice to have a solution.
by Ranakastrasz
Wed Jul 09, 2014 2:34 am
Forum: Balancing
Topic: "Free belt system" versus "belt circuit"
Replies: 39
Views: 23509

Re: "Free belt system" versus "belt circuit"

~Most recient existing post of this type.

The big concern i've seen for powered belts is that they are required to run before you have electricity, or something like that.
A solution would be to make t2 and t3 belts require power, but not T1.
by Ranakastrasz
Thu Jul 03, 2014 3:53 pm
Forum: Implemented Suggestions
Topic: Decrease size of substation collision box
Replies: 8
Views: 3192

Re: Decrease size of Substation

Personally I think the problem here is that your title fails to communicate the idea well. Suggest saying "pathing size" rather than size. The assumpion here seems to be that it is refering to Aura size, which seems like the last one you would assume. I personally thought it meant make it ...
by Ranakastrasz
Tue Jul 01, 2014 5:28 am
Forum: Ideas and Suggestions
Topic: Power Units
Replies: 4
Views: 2030

Re: Power Units

I think that altering Battery Modules such that they function outside of powered armor, and have the charger and discharger structure would work for this.
by Ranakastrasz
Fri Jun 27, 2014 1:49 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: I made a calculator for all you OCD planners out there
Replies: 53
Views: 68161

Re: I made a calculator for all you OCD planners out there

Suggest not updating the data until you use a confirm button for the "per second", to avoid massive delay. Also suggest a second entry for seconds, rather than you having to put fractions in. Also the indent occationally overlaps with the other information, making it less readable. Seems w...
by Ranakastrasz
Sat Jun 21, 2014 11:14 am
Forum: Resolved Problems and Bugs
Topic: [0.10.1][kovarex] Error loading save
Replies: 39
Views: 16887

Re: [0.10.1] Error loading save

Same problem. This solution is ineffective.

I used the 0.10.1 installer.
by Ranakastrasz
Sat Jun 21, 2014 10:36 am
Forum: Technical Help
Topic: Can't Load Saved Games
Replies: 1
Views: 5229

Can't Load Saved Games

Package lock (read) is active on <Path>\Saves\New.zip

I cannot load any saved games at all.

Will remove mods and try again.
by Ranakastrasz
Sat Jun 21, 2014 7:45 am
Forum: Ideas and Suggestions
Topic: Hide Obsolete
Replies: 6
Views: 1640

Hide Obsolete

Suggest that you have the option to hide crafting recipes you consider obsolete. You would use some kind of button in the crafting menu to enable change mode. Then, you click on any recipes, dimming them. Then when you hit the button to go back to regular mode any dimmed recipes are hidden. This wou...
by Ranakastrasz
Thu Jun 19, 2014 11:58 pm
Forum: Mods
Topic: [MOD 0.11.x+] Straight Pipes - Easier liquid handling
Replies: 17
Views: 17479

Re: [MOD 0.9.x+] Straight Pipes - Easier liquid handling

I wonder if it is possible to make a rotate command cycle through the three states of a pipe. As in, vertical, horizontal, and all.
by Ranakastrasz
Thu Jun 19, 2014 6:10 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 129853

Re: [0.10.0] RoadWorks

Pretty sure custom collision is impossible.
Also, even if it was, that would splode the car.
by Ranakastrasz
Thu Jun 19, 2014 1:23 am
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 95
Views: 36015

Power Armor Charger

Structure that if you stand in range with power armor equipped, it will expend energy to wirelessly transfer input power into your suit's power reserve.
by Ranakastrasz
Wed Jun 18, 2014 9:31 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 129853

Re: [0.10.0] RoadWorks

I didn't exactly say that it would be slower off of roads. So much as you can toggle that state somehow. That might not be possible however. Might be possible to make it so that you slow down massively on hitting the edge of the road going off, then can speed back up after entirely leaving it. Think...
by Ranakastrasz
Wed Jun 18, 2014 5:22 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 129853

Re: [0.10.0] RoadWorks

Suggest also having anti-pavement. As in, increases friction significantly.
Also, possible a setting that, I guess, changes the car's gears, which causes it to move very slowly, and take far more friction off of roads.

Also if pavement increased person movement speed it would be nice.
by Ranakastrasz
Wed Jun 18, 2014 3:22 pm
Forum: Implemented Suggestions
Topic: Mine Giant Rock / Mining Boulders
Replies: 4
Views: 2175

Mine Giant Rock / Mining Boulders

I think the giant stone rocks ought to be minable, as in, use a pickaxe on it rather than a gun. And then on breaking drop around a stack of stones. Or drop them gradually. Generally I don't think you should have to use a weapon to kill it. As a side note, if I knew how to make a mod that would let ...
by Ranakastrasz
Mon Jun 16, 2014 4:43 pm
Forum: Ideas and Suggestions
Topic: Consumption/Production / Electric Network Info / Power Meter
Replies: 61
Views: 22701

Re: Consumption/Production / Electric Network Info / Power M

Oh, well, then the lable is the problem. Once again, anyone who knows about supply and demand, which here is supply and consumption, will know that if you have more demand than supply, you have problems.
by Ranakastrasz
Mon Jun 16, 2014 3:25 pm
Forum: Ideas and Suggestions
Topic: Consumption/Production / Electric Network Info / Power Meter
Replies: 61
Views: 22701

Re: Consumption/Production / Electric Network Info / Power M

Well, Electric demand satisfaction should be in the internal menu as well, as the top item.

Regardless of anything, it needs to be obvious to a first time user what it means.

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