Search found 42 matches

by Melfish
Wed Nov 23, 2016 11:01 am
Forum: Ideas and Suggestions
Topic: Character should have max running speed
Replies: 10
Views: 4805

Re: Character should have max running speed

If you think you are running uncontrollably fast, just remove a couple of exoskeletons?
When working on my factory I use 2 exoskeletons. When I need to run to some outpost because the train already left, I use 8...
by Melfish
Wed Nov 16, 2016 6:59 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 245248

Re: Performance optimization - post your saves

My current save.

https://www.dropbox.com/s/h839rg1smb25v ... 2.zip?dl=0

Nowhere near my goal of 20m circuits but it has quite some beacons so it should be usefull.
by Melfish
Sat Nov 05, 2016 8:42 pm
Forum: Ideas and Suggestions
Topic: Make trains pull Coal from adjacent carriages if possible
Replies: 5
Views: 1981

Re: Make trains pull Coal from adjacent carriages if possible

Would it be possible trough modding to limit the amount (the stack size preferably) of the fuel in the train?
Because this mechanic sounds to me like a more fun one than the current one where the locomotive itself has enough fuel for 15 min of driving between stations.
by Melfish
Sat Apr 30, 2016 11:52 am
Forum: Ideas and Suggestions
Topic: Mega-Structures and merged structures.
Replies: 11
Views: 4625

Re: Mega-Structures and merged structures.

Isnt this kind of in the game already?
I myself create blueprints of large production places, like the smelting, the circuit areas and ofcourse solars.

So could you please explain more how this should work?
by Melfish
Sat Apr 16, 2016 8:03 am
Forum: Ideas and Suggestions
Topic: Circuit network On Train Signals
Replies: 3
Views: 1467

Re: Circuit network On Train Signals

Neotix wrote:Better options give ability to control signals by circuit network.
To detect train it could be some kind of pressure plate on tracks.


This is an idea i have had for some time now, i just dont think it is moddable yet.
(Might change in 0.13. )
by Melfish
Fri Apr 01, 2016 11:10 am
Forum: Gameplay Help
Topic: Yet more help with fluids/pressure
Replies: 11
Views: 4076

Re: Yet more help with fluids/pressure

If you want to controll the flow of heavy oil even better you could use the circuit network. ;)
by Melfish
Mon Mar 28, 2016 12:47 pm
Forum: Pending
Topic: [0.12.29] [kovarex] Infinite range bashing (Minor)
Replies: 2
Views: 1041

[0.12.29] [kovarex] Infinite range bashing (Minor)

When using a pickaxe as a weapon you can keep bashing something from infinite range. I found this bug when trying pvp with some friends. To reproduce you need to have the marker on something (my case my friend), this can be done by standing next to them or shooting your last bullet. Start bashing aw...
by Melfish
Mon Mar 14, 2016 8:20 am
Forum: General discussion
Topic: How to increase difficulty beyond world generator options?
Replies: 5
Views: 2318

Re: How to increase difficulty beyond world generator options?

When you have already tried most combinations of world settings the next step would be to look at the modding scene.
Maybe try RSO and Marathon?
by Melfish
Sun Mar 13, 2016 10:36 am
Forum: Ideas and Suggestions
Topic: Concept: Rework of the Logistic Chests (Unified Logistic Chests)
Replies: 22
Views: 9504

Re: Concept: Rework of the Logistic Chests

This looks quite good.
Can we already mod this system in the game?
by Melfish
Fri Mar 04, 2016 7:49 pm
Forum: General discussion
Topic: Loader Poll - Trying to get an idea of what the opinions are
Replies: 160
Views: 54535

Re: Loader Poll - Trying to get an idea of what the opinions are

I think making it only usable for trains is a good option...

Oh wait, you wont have a buffer that way.
Guess there is no use that makes it blatantly OP.
by Melfish
Thu Mar 03, 2016 6:08 pm
Forum: Show your Creations
Topic: Some Endgame (Modded)
Replies: 5
Views: 3542

Some Endgame (Modded)

When using a powerfull mod like bobmods some crazy stuff can happen...
Surprise
EDIT: How do i correctly use images?
by Melfish
Tue Feb 23, 2016 12:08 pm
Forum: General discussion
Topic: Skyblock (minecraft)-like play
Replies: 8
Views: 6954

Re: Skyblock (minecraft)-like play

Youki gives the ability to create ores and it also has an "infinite value" recipe, but i dont know how you would make this idea work. Please share if you have any success tho ;)
by Melfish
Sun Feb 21, 2016 12:56 pm
Forum: Bob's mods
Topic: Bob's Assembly Machines (Bug?)
Replies: 3
Views: 2712

Re: Bob's Assembly Machines (Bug?)

Yeah, this happens when using bobs and 5dim. You can ask the modpack owner to write a small mod to make them compatible or ask very kindly if one of the modders can make their mod compatible...
by Melfish
Wed Feb 17, 2016 11:14 am
Forum: Ideas and Suggestions
Topic: What are your thoughts on death in single player?
Replies: 20
Views: 30385

Re: What are your thoughts on death in single player?

I dont think enabling singleplayer respawn is a solution at all. In the end one will probably reload his save anyway.
Soo... the current system is fine?
by Melfish
Thu Feb 11, 2016 11:09 am
Forum: General discussion
Topic: A question about multiplayer for steam
Replies: 24
Views: 28169

Re: A question about multiplayer for steam

Weren't the devs going for a multiplayer simmilar to something like Don't Starve Toghether?
Authentication can be done in the same way DS does it.
by Melfish
Wed Jan 06, 2016 1:34 pm
Forum: Maps and Scenarios
Topic: [0.12.20] 30-Stack Challenge.
Replies: 12
Views: 19343

Re: [0.12.20] 30-Stack Challenge.

At first i read only 30 of each item, which sounded like a fun and relaxing challange, 30 STACKS however.
I think without modules it could be possible, as alien eggs are dropped, do they (and tier 3 modules) even count?
Either way i like the challange and will try this if not something simmilair.
by Melfish
Wed Sep 23, 2015 12:28 pm
Forum: Balancing
Topic: Push robots and fast inserters back
Replies: 13
Views: 25264

Re: Push robots and fast inserters back

I just saw someone complete the game in under 4 hours, so too fast is very vague (and relative).
by Melfish
Wed Sep 23, 2015 10:20 am
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39199

Re: Concrete stacks way too low.

The problem i had with construction robots was the robotport, as it just cant handle the amount of robots.
A 10x10 area requires 100 robots...
I tried to add extra ports (almost tripled them) but just ended up placing everything myself.
by Melfish
Mon Dec 15, 2014 10:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.6] Cars no longer pushed by belts
Replies: 6
Views: 1886

Re: [0.11.6] Cars no longer pushed by belts

I kind of noticed this, as when driving a car ontop of some belts nothing happens, but when you manually place belt under the car it will start to move.
I was however unaware a belt could move a car in prev versions.

Ps. Same goes for tanks.
by Melfish
Sun Dec 14, 2014 10:55 pm
Forum: Ideas and Suggestions
Topic: New Use For Plastic
Replies: 9
Views: 3759

Re: New Use For Plastic

Thinking of it, having a larger need for plastic would be fun to play with.
Just imagine a need for crude oil barrels :lol:

What if modules also cost like 5 plastic, would really want to know the impact of that...

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