Search found 95 matches
- Sat Oct 25, 2014 5:41 pm
- Forum: News
- Topic: Friday Facts #56 - A lot of stuff
- Replies: 39
- Views: 31285
Re: Friday Facts #56 - A lot of stuff
Those are all great suggestions ssilk, would certainly improve logistic network usability a ton.
- Fri Oct 24, 2014 9:39 pm
- Forum: Technical Help
- Topic: Forum Threads - Posts Per Page
- Replies: 3
- Views: 5296
Re: Forum Threads - Posts Per Page
Huh, so no way to customize posts per page, that's a shame. I do hope it gets increased to 20 or more then, because the only thing 10 PPP is good for is padding out the number of pages.
Is it possible for the admins to implement a 'show all posts' feature like on http://www.teamliquid.net/ ?
Is it possible for the admins to implement a 'show all posts' feature like on http://www.teamliquid.net/ ?
- Fri Oct 24, 2014 9:13 pm
- Forum: Technical Help
- Topic: Forum Threads - Posts Per Page
- Replies: 3
- Views: 5296
Forum Threads - Posts Per Page
I can't seem to figure out how to increase the number of posts shown per page. The default of 10 is far too low for me but there doesn't seem to be any option to change it. Every other forum I've been to has the option to change this to at least 40 or more, so am I just going blind or is there reall...
- Fri Oct 24, 2014 8:50 pm
- Forum: General discussion
- Topic: Will multi focus make harder for features to be implemented?
- Replies: 13
- Views: 4762
Re: Will multi focus make harder for features to be implemen
One question I have about the whole dysnc thing. As discussed in this thread, there seems to be an issue where biters attack more frequently where the player is. That means the biter AI must be at some level dependent on the player character location, which makes me wonder how multiple players would...
- Fri Oct 24, 2014 6:20 pm
- Forum: Show your Creations
- Topic: Smart/multitask furnaces
- Replies: 28
- Views: 20398
Re: Smart/multitask furnaces
I was almost going to post this in -root's help thread but decided here was probably more appropriate. Really like this smart furnace idea and will likely use some variant of this in the future. That being said the look of the staggered rows in the design by rk84 and -root was bugging me so I made a...
- Fri Oct 24, 2014 5:48 pm
- Forum: Gameplay Help
- Topic: Factory Boredom
- Replies: 20
- Views: 8647
Re: Factory Boredom
You should update the game to the most recent version, it has a lot of new sounds, icons, and updated graphics for some buildings.
I think the automatic updater for the 9.8 release is bugged so you have to do it manually.
I think the automatic updater for the 9.8 release is bugged so you have to do it manually.
- Fri Oct 24, 2014 4:10 pm
- Forum: News
- Topic: Friday Facts #57 - One week left
- Replies: 122
- Views: 64185
Re: Friday Facts #57 - One week left
Uhh, what's that assembler building ?
- Fri Oct 24, 2014 5:13 am
- Forum: Mods
- Topic: [MOD 0.10.x] Barter mod [v0.8.1]
- Replies: 18
- Views: 16002
Re: [MOD 0.10.x] Barter mod [v0.8.1]
This is different. I was expecting someone to finally roll out a mod that implemented a market, using the Coin item from the extra scenarios :p Not sure I agree with the increase in resources, rather than decrease. Seems like it would end up being a viable tactic to just take stuff out of the chest...
- Fri Oct 24, 2014 4:43 am
- Forum: Maps and Scenarios
- Topic: Resource Starvation : ie. Barren world scenario.
- Replies: 4
- Views: 11248
Re: Resource Starvation : ie. Barren world scenario.
Setting water higher or to max would probably actually be more difficult than setting it only to starting area. Unless you have the misfortune of only having a single tiny puddle that cannot even support your oil industry, it's not going to run out, it's an infinite resource! It won't even slow down...
- Wed Oct 22, 2014 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Acceleration behaviour when wearing multiple exoskeletons
- Replies: 7
- Views: 4530
Re: Acceleration behaviour when wearing multiple exoskeleton
I would love this. Another thing that would help would be if holding down shift made you walk at half speed. It's pretty common in a lot of 3rd/1st person games to get around a keyboard's inherent lack of velocity sensitivity. Accurate placement and picking up alien artifacts can be tricky too. I re...
- Wed Oct 22, 2014 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Eclipses
- Replies: 27
- Views: 29352
Re: Eclipses
I think a better and simpler solution would just have solar output be randomized, day to day. Yes you could add in climate, seasonal changes, eclipses and so forth, but IMO it would be easier to understand if it was simply "Every day, your solar panels' output is randomized from 10-70kw." ...
- Wed Oct 22, 2014 9:16 pm
- Forum: Ideas and Suggestions
- Topic: "Managing" mod licensing
- Replies: 26
- Views: 22163
Re: "Managing" mod licensing
I don't think there is anything wrong (legally) with modifying someone else's mod without the creator's permission unless they have explicitly stated that you are not allowed to do so. As long as credit is given where due, as shown in the linked thread. Of course if there hasn't been an official Mod...
- Wed Oct 22, 2014 8:58 pm
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 51875
Re: Some items becoming "useless" in lategame & changing rec
Correct me if I'm wrong but an upgradeable/tier recipe system is already in place for pretty much all the items that make logical sense (belts, non-burner inserters, assemblers etc.). And unless you made it a requirement for absolutely every single item that has a superior version (Like requiring th...
- Wed Oct 22, 2014 7:45 pm
- Forum: Gameplay Help
- Topic: New to the game, need a setup
- Replies: 20
- Views: 6284
Re: New to the game, need a setup
A bit later on you can bring all your resource production to a central location with transport belts, which will be the basis of your factory. However before you've mined enough iron to actually build the belts, yes you will have to do a bit of running around, such is life. Learning all the keyboard...
- Wed Oct 22, 2014 7:23 pm
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 51875
Re: Some items becoming "useless" in lategame & changing rec
Power generation is definitely another topic, so I will leave it at what I already said. some thoughts: It's not about the costs. In one of my maps I've 10 million iron plates and nearly as much copper plates... but even if it would be only 10000 plates I would stop caring about the costs. So at som...
- Tue Oct 21, 2014 5:01 am
- Forum: Show your Creations
- Topic: Looks like I will never learn (caution: noob at work)
- Replies: 34
- Views: 17305
Re: Looks like I will never learn (caution: noob at work)
Now I know that all I need to do to troll you guys is to purposely build all my cables in one central location and use belts to transport and store them; while making sure to only use one side of the belt
- Tue Oct 21, 2014 4:41 am
- Forum: News
- Topic: Friday Facts #56 - A lot of stuff
- Replies: 39
- Views: 31285
Re: Friday Facts #56 - A lot of stuff
Can't. Wait. For. TANK
Need to roll over some pesky biters and their icky abodes beneath my treads
Need to roll over some pesky biters and their icky abodes beneath my treads
- Tue Oct 21, 2014 4:35 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 163300
Re: Count to 100
30 is the number of times I reloaded my save when I tried to drive my first car and immediately crashed into a wall (Or fuel tanks)
- Tue Oct 21, 2014 4:19 am
- Forum: Balancing
- Topic: Burner inserter should take the first coal itself
- Replies: 11
- Views: 19787
Re: Burner inserter should take the first coal itself
Less tedium is always an improvement, though I don't know if getting free energy is the best solution. One way you could balance this would be for the recipe to require one coal or wood. Then when you place it has a full bar of energy which it can use to fuel itself. Is it possible for a recipe to h...
- Mon Oct 20, 2014 11:08 pm
- Forum: Gameplay Help
- Topic: green/red wires and trains
- Replies: 12
- Views: 7696
Re: green/red wires and trains
I'm only just scratching the surface when it comes to using trains, but my personal preference is only have each wagon carry a single resource type (Empty/filled barrels being the exception here). It's not like a single wagon can hold a massive quantity, it's capacity isn't much more than a wooden c...