Search found 214 matches
- Mon Nov 17, 2014 7:51 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool ☸
- Replies: 50
- Views: 27658
Re: Get rid of Pickaxe tool
Since they cost batteries to use, I'd just assume their durability is their battery charge.
- Mon Nov 17, 2014 7:41 pm
- Forum: Ideas and Suggestions
- Topic: Dis-assembler.
- Replies: 2
- Views: 1962
Re: Dis-assembler.
When there was talk of making the express splitter/underground variants require lubricant, I figured it would be indirect via using plain express belts in the recipes, since those require lubricant, not directly so you can't handcraft them... definitely want that ability back (though it turned out t...
- Sat Nov 15, 2014 1:41 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190064
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I've been thinking that what the mod needs is to make biters expand and spawn new nests more aggressively. It's good that they can be wiped out and get some peace and quiet for a while, but it being so permanent makes defensive structures unnecessary.
- Sat Nov 15, 2014 1:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3] GUI Error when a research finish
- Replies: 4
- Views: 1702
Re: [0.11.3] GUI Error when a research finish
Was this the one where it turned out using a non-english localization caused it?
- Sat Nov 15, 2014 1:37 pm
- Forum: Gameplay Help
- Topic: Pump Problems
- Replies: 8
- Views: 3294
Re: Pump Problems
I've mostly only used them when there's a need to empty a pipeline or tank, like if I accidentally got the wrong liquid in.
- Sat Nov 15, 2014 10:57 am
- Forum: Ideas and Suggestions
- Topic: Make players more easily visible in multiplayer
- Replies: 2
- Views: 1419
Re: Make players more easily visible in multiplayer
It would be kind of funny if you could spy on enemy players by hiding among trees, but yeah overall I think this is more helpful than not.
- Sat Nov 15, 2014 8:01 am
- Forum: General discussion
- Topic: Pollution Electric furnace vs Steel furnace
- Replies: 15
- Views: 16328
Re: Pollution Electric furnace vs Steel furnace
Well, it is, isn't it? According to the above posts.
- Fri Nov 14, 2014 10:35 pm
- Forum: Not a bug
- Topic: [0.11.1 qebrow] furnace consuming power even if not smelting
- Replies: 4
- Views: 2057
Re: [0.11.1] furnace consuming power even if not smelting
I've been wondering if that was the case, but if it is it's not showing up on the electric network info...
- Thu Nov 13, 2014 2:14 pm
- Forum: Wiki Talk
- Topic: Total pollution of the electric furnace
- Replies: 1
- Views: 6061
Re: Total pollution of the electric furnace
It is, just, a bug prevents you from manually slotting them in. If you ctrl- or shift-click with a stack of modules in hand it works.sebas wrote:[...]since it's no longer possible to use energy saving modules in electric furnaces.
- Thu Nov 13, 2014 1:00 pm
- Forum: General discussion
- Topic: Map settings for resources
- Replies: 13
- Views: 6033
Re: Map settings for resources
There's a setting in the options for lighting quality, does lowering that help?Elijah wrote: Actually it is very annoying to have to run during the night, yes. And lights really slow the game for me (my computer being a laptop isn't really a beast). I will actually consider this.
- Wed Nov 12, 2014 10:13 pm
- Forum: Gameplay Help
- Topic: New to the game, need a setup
- Replies: 20
- Views: 6313
Re: New to the game, need a setup
It does get tricky finding just the resource you need sometimes... I guess it's just luck.
For an idea of distances needed, typical map might look like this:
For an idea of distances needed, typical map might look like this:
- Wed Nov 12, 2014 2:38 pm
- Forum: Gameplay Help
- Topic: New to the game, need a setup
- Replies: 20
- Views: 6313
Re: New to the game, need a setup
Yeah I don't know why those are enabled by default. They're supposedly there for emergencies, but...
- Wed Nov 12, 2014 12:08 pm
- Forum: Gameplay Help
- Topic: New to the game, need a setup
- Replies: 20
- Views: 6313
Re: New to the game, need a setup
For what it's worth, the Resource Spawner Overhaul mod ensures you have a (sufficient but limited) patch of every resource in your starting area, so you're guaranteed to never have to go very far for resources until you've got vehicles and such.
- Wed Nov 12, 2014 11:42 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190064
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Yeah you gotta go into the mod folder and adjust the config.lua file, basically everything under ["biter-spawner"].
- Mon Nov 10, 2014 8:51 pm
- Forum: Duplicates
- Topic: [0.11.1] Tank crash - MovementImpulse placed outside of map?
- Replies: 1
- Views: 2295
[0.11.1] Tank crash - MovementImpulse placed outside of map?
Wasn't able to reproduce this so I'm not sure how useful it is, but while plowing through biters in the tank I was suddenly teleported to somewhere else - sans biters, tank, player character, interface, or any objects on the ground (resources, trees, decorative plants...) and got a popup saying some...
- Sat Nov 08, 2014 6:20 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash when crafting a weapon while in car
- Replies: 3
- Views: 3332
Re: Crash when crafting a weapon while in car
Update: Noticed this happens also with ammo and in trains, but more importantly it also crashes if I get into the vehicle a moment after crafting finishes - I would guess the problem lies with the UI trying to make the weapon/ammo icon that just finished crafting flash, since that lasts for a second...
- Fri Nov 07, 2014 11:18 am
- Forum: Balancing
- Topic: The Rocket Launcher is underpowered
- Replies: 5
- Views: 12178
The Rocket Launcher is underpowered
Now that we have the tank, we have something more directly comparable to the Rocket Launcher than the combat shotgod, and the RL is found wanting. For it's tier and ammo cost, I'd expect something better. It's also kinda unsatisfying to use, with the slow movement and lack of sound (except the HE ro...
- Fri Nov 07, 2014 7:04 am
- Forum: Development Proposals
- Topic: Role playing direction
- Replies: 105
- Views: 98173
Re: Role playing direction
Yeah, I always felt things like XP or special skills would feel awkward and out of place in this game, and Jythier managed to put a finger on why.
- Thu Nov 06, 2014 5:32 pm
- Forum: Implemented Suggestions
- Topic: Cannon turret
- Replies: 3
- Views: 1895
Cannon turret
Simply a turret that fires tank cannon shells. Superior range and power, slow rate of fire, kinda expensive ammo.
Seems like a natural extension of the current turrets.
Seems like a natural extension of the current turrets.
- Tue Nov 04, 2014 2:55 pm
- Forum: Not a bug
- Topic: [0.11.1] Big Worms Now Show Up In Early Game
- Replies: 6
- Views: 10151
Re: [0.11.1] Big Worms Now Show Up In Early Game
Not even evolution factor? I know it's that way in the RSO mod, so I thought it was something copied from vanilla...