Search found 214 matches

by Align
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.
by Align
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...
by Align
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.
by Align
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?
by Align
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.
by Align
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.
by Align
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.
by Align
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...
by Align
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

sebas wrote:[...]since it's no longer possible to use energy saving modules in electric furnaces.
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.
by Align
Thu Nov 13, 2014 1:00 pm
Forum: General discussion
Topic: Map settings for resources
Replies: 13
Views: 6033

Re: Map settings for resources

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.
There's a setting in the options for lighting quality, does lowering that help?
by Align
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:
Image
by Align
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...
by Align
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.
by Align
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"].
by Align
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...
by Align
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...
by Align
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...
by Align
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.
by Align
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.
by Align
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...

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