Reminds me of the futurama episode where they're all eating poppersPiranha wrote:So many alien babies... Mmmmm
Search found 207 matches
- Wed Mar 11, 2015 3:13 pm
- Forum: General discussion
- Topic: Free Items?
- Replies: 14
- Views: 6111
Re: Free Items?
- Fri Mar 06, 2015 3:47 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 64334
Re: Electric locomotives
Maglev's been done? How about building a hyperloop?
- Fri Mar 06, 2015 3:40 pm
- Forum: Ideas and Suggestions
- Topic: Display reason for player death
- Replies: 6
- Views: 1716
Re: Display reason for player death
replace the mini map with a snapshot of the death scene for 3 seconds while you're at it.
- Thu Mar 05, 2015 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Lamp module for modular armor
- Replies: 10
- Views: 3734
Re: Lamp module for modular armor
I feel like night vision should not change the color, instead the screen should wind up about 75% as dark as full night
- Wed Mar 04, 2015 4:44 pm
- Forum: Ideas and Suggestions
- Topic: [0.11.16] Double clicking mod doesn't enable/disable it
- Replies: 8
- Views: 14846
Re: [0.11.16] Double clicking mod doesn't enable/disable it
So far the trend has been that stuff stickied in here is stuff that the devs want to implement, take heart fish
- Wed Mar 04, 2015 2:41 pm
- Forum: Show your Creations
- Topic: Better train loading system
- Replies: 17
- Views: 30971
Re: Better train loading system
If you absolutely have to unload the train as quickly as possible then replace the regular wagon with one from logistics wagons mod and use bots. If you carefully setup your roboports you can use storage wagons and use this technique to both load and unload faster. If we assume you're loading or unl...
- Wed Mar 04, 2015 2:29 am
- Forum: Ideas and Suggestions
- Topic: Grid Overlay
- Replies: 4
- Views: 3369
Re: Grid Overlay
Cool thanx, I'll give that a try
- Tue Mar 03, 2015 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Grid Overlay
- Replies: 4
- Views: 3369
Grid Overlay
That wonderful grid that appears when one pauses the game, wouldn't it be fabulous if there were a hotkey to bring it up while the game is running?
- Mon Mar 02, 2015 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Distribution of robots
- Replies: 7
- Views: 22277
Re: Distribution of robots
I agree with ofca. If we succeed in getting betters tools for managing the size of our lognets, distribution of bots will become moot.
- Mon Mar 02, 2015 8:22 pm
- Forum: Ideas and Suggestions
- Topic: Overlapping Logistic Network II
- Replies: 21
- Views: 24943
Re: Overlapping Logistic Network II
@ofca: I must point out that your suggestion would not allow for a network to span across multiple areas (my second bullet point). This would mean we would still have to run ccnet from factory to outpost to control output.
Basically SSilk's suggestion would create a wireless ccnet, yours would not.
Basically SSilk's suggestion would create a wireless ccnet, yours would not.
- Mon Mar 02, 2015 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Overlapping Logistic Network II
- Replies: 21
- Views: 24943
Re: Overlapping Logistic Network II
I agree that the final form this takes will probably depend on how the code is implemented, so all thats left is to keep our fingers crossed that devs decide to put this in.
- Mon Mar 02, 2015 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Roboport domains.
- Replies: 17
- Views: 5621
Re: Roboport domains.
Maybe this thread should also be closed with a link to Overlapping Logistic Network II in the final post since they are both utimately about the same thing.
- Mon Mar 02, 2015 5:33 pm
- Forum: Ideas and Suggestions
- Topic: Overlapping Logistic Network II
- Replies: 21
- Views: 24943
Re: Overlapping Logistic Network II
I prefer SSilk's idea because it allows for tons of interesting experiments. To me it is better because it does not only solve one specific problem, it adds possibilities. I also don't feel as though it is overly complicated. Logistics networks transport two things - goods and information: given log...
- Thu Feb 26, 2015 5:37 pm
- Forum: Ideas and Suggestions
- Topic: Roboport domains.
- Replies: 17
- Views: 5621
Re: Roboport domains.
Names vs Color is a meaningless distinction. Have named networks and allow players to set a color to represent that network end of story. As for the area of effect of roboports, my dream solution would be a slider that allows the player to resize the area it affects.
- Thu Feb 26, 2015 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Overlapping logistic areas (colored logistics)
- Replies: 12
- Views: 7817
Re: Overlapping logistic areas (colored logistics)
The mods that having an independant overlapping logistic network would enable is just mind boggling especially if the bots can remain hidden
- Wed Feb 25, 2015 7:53 pm
- Forum: This Forum
- Topic: SEO issue
- Replies: 26
- Views: 18559
Re: SEO issue
Well as long as you don't tire of scrapbooking SSilk
- Wed Feb 25, 2015 7:08 pm
- Forum: General discussion
- Topic: So the time has finally come
- Replies: 11
- Views: 5240
Re: So the time has finally come
Ender Wiggens, is that you?
- Tue Feb 24, 2015 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Idea For Late Game
- Replies: 3
- Views: 1776
Re: Idea For Late Game
So I guess you haven't taken a look at the dev's blog yet. The last three posts were about end game. Also, if you'd care to do a search, there are more than a few threads with ideas for the end game.
- Tue Feb 24, 2015 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion for the end game (Colony center)
- Replies: 5
- Views: 2678
Re: Suggestion for the end game (Colony center)
What if instead of alien artifacts, research from the colony were needed for the last techs?
- Fri Feb 20, 2015 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 25696
Re: Map preset proposal
if you use restart after generating the first time it will generate a new map with same settings. still like this idea though
+1
+1