Search found 103 matches
- Sun May 17, 2015 7:39 pm
- Forum: News
- Topic: Friday Facts #86 - Trees
- Replies: 86
- Views: 55413
Re: Friday Facts #86 - Trees
It's not so optimistic. Uranium would be used only for the nuclear reactors and maybe uranium coated shells. A-bombs would be very bad idea. A-bombs is a natural addition if uranium ever gets added, it represents the apex of currently known weapons tech, and can be used for both biter and base obli...
- Fri May 08, 2015 11:53 am
- Forum: Gameplay Help
- Topic: Is there an available Evolution timeline?
- Replies: 12
- Views: 5583
Re: Is there an available Evolution timeline?
Wasn't evolution based on multiplicative increases - it would increase faster at first and slow down near the end? Logarithmical, i believe. I remember reading something 'bout this too Gonna look for sources EDIT: from the wiki: The percentages are applied on the base of (1 - current_evolution_fact...
- Fri May 08, 2015 11:47 am
- Forum: General discussion
- Topic: Best Game of 2015? Hell Yes!
- Replies: 11
- Views: 6349
Re: Best Game of 2015? Hell Yes!
The ultimate go-to solution for messy bases that needs serious rebuilding.Psycho0124 wrote:Fusion warhead
oh, and biter removal. Almost forgot the biter aspect
- Wed May 06, 2015 3:47 pm
- Forum: Ideas and Suggestions
- Topic: More types of module for Modular/Power Armor
- Replies: 6
- Views: 2956
Re: More types of module for Modular/Power Armor
I love the idea of stealth module, with the bonus suggestion of the sniper rifle. However, with the WTFesque respawn rate of the biters, a sniper rifle would be totally useless. How about a silenced sniper rifle that doesn't attract other biters of you kill one with it? Certainly would add to the s...
- Wed May 06, 2015 11:15 am
- Forum: Mods
- Topic: [0.12.0] static game difficulty
- Replies: 15
- Views: 18705
Re: [0.11.1] static game difficulty
just confirmed
This works with 0.11.22
This works with 0.11.22
- Wed May 06, 2015 10:53 am
- Forum: Mods
- Topic: [0.12.0] static game difficulty
- Replies: 15
- Views: 18705
Re: [0.11.1] static game difficulty
then it should still be at 0 if i have played for an hour, right?orzelek wrote:You can always check from console if evolution factor is changing.
It should be like this:Code: Select all
/c game.player.print(game.evolutionfactor)
- Wed May 06, 2015 10:44 am
- Forum: Mods
- Topic: [MOD 0.1.1] Colored Lights
- Replies: 10
- Views: 15066
Re: [MOD 0.1.1] Colored Lights
I'm going to use-abuse-overuse this
Science - Blue lights (becuase movies and stuff)
Power production - Red lights (pollution)
Defence - Yellow lights (same color as alerts)
Solar farms could be green and then assembly area would be purple, or maybe leave it @ uncolored
Science - Blue lights (becuase movies and stuff)
Power production - Red lights (pollution)
Defence - Yellow lights (same color as alerts)
Solar farms could be green and then assembly area would be purple, or maybe leave it @ uncolored
- Wed May 06, 2015 7:52 am
- Forum: Mods
- Topic: [0.12.0] static game difficulty
- Replies: 15
- Views: 18705
Re: [0.11.1] static game difficulty
Lemme tryKeyalha wrote:Is this mod still working with 0.11.22 ?
EDIT: might take some time, considering i actually have to play for some time for the difference to be noticable
- Tue May 05, 2015 4:11 pm
- Forum: Mods
- Topic: [0.11.x] Marathon Mod
- Replies: 45
- Views: 54435
Re: [0.11.x] Marathon Mod
I challenge any player on this forum to combine this mod with hardcorio and oxygen, and put biter settings to max
- Mon May 04, 2015 11:27 am
- Forum: Gameplay Help
- Topic: Advanced oil ratios?
- Replies: 9
- Views: 14159
Re: Advanced oil ratios?
H2SO4 is sulfuric acid for those wondering Johnny was a chemist's son Johnny is no more For what he thought was H2O Was H2SO4 I propose adding a new item to the game: "Bottle of H2SO4" - description: "Industrial quality sulfuric acid on a bottle. Try drinking it!" Looks: yellow ...
- Sat May 02, 2015 10:24 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 120236
Re: The von Neumann Thread
i think you have to start from Greyman's seedYarma92 wrote:Any update as to the status of the last game? If it has been abandoned whats the protocol?
- Sat May 02, 2015 9:39 am
- Forum: News
- Topic: Friday Facts #84 - The wedding day preprations
- Replies: 54
- Views: 41288
Re: Friday Facts #84 The wedding day preprations
Waves of up to 500 enemies, cause otherwise this whole afford would be useless. 500? Yes, why not? I like the idea. Introducing sudden paranoia about some massive biter army waiting out there for you will surely intensify a playthrough, and force the player to build radar outposts everywhere. Robop...
- Sat May 02, 2015 6:49 am
- Forum: News
- Topic: Friday Facts #84 - The wedding day preprations
- Replies: 54
- Views: 41288
Re: Friday Facts #84 The wedding day preprations
@kovarex The new beam effect is great! By the way, I am wondering what is the meaning of "give us a lot of freedom if we want to use on other places in the game"? It is better if you could provide some example. Thank you very much:D I mean, that it could be used in some factory machinery ...
- Fri May 01, 2015 3:20 pm
- Forum: News
- Topic: Friday Facts #84 - The wedding day preprations
- Replies: 54
- Views: 41288
Re: Friday Facts #84 The wedding day preprations
you stole my relpyLegoman165 wrote:3 times bigger factories here I come!
- Fri May 01, 2015 11:53 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 34207
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
let the forum know if you find a way to get that minimum range working!
could be used for so many situational weapon systems
could be used for so many situational weapon systems
- Fri May 01, 2015 11:16 am
- Forum: Mods
- Topic: [MOD 0.11.x] Fort mod v0.2.0
- Replies: 11
- Views: 17713
Re: [MOD 0.11.x] Fort mod v0.1.0
i love it already
The range upgrade is so helpful, and i like the cost scaling too. Small upgrade -> small addition in build cost
The range upgrade is so helpful, and i like the cost scaling too. Small upgrade -> small addition in build cost
- Tue Apr 28, 2015 12:23 pm
- Forum: General discussion
- Topic: So I wanted this game on steam so bad... Now I feel sick.
- Replies: 15
- Views: 11230
Re: So I wanted this game on steam so bad... Now I feel sick.
Paid mods are dead! Maybe they'll introduce a donation based system in the future. http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :...
- Mon Apr 27, 2015 4:43 pm
- Forum: Show your Creations
- Topic: Spot the mistake
- Replies: 13
- Views: 12627
Re: Spot the mistake
Time Police here! You didn't waste enough time!XyLe wrote:so i'm just gonna stop here
Go back to wasting time NOW, or you will be arrested!
Also that's a metric fartton of long inserters
- Mon Apr 27, 2015 4:39 pm
- Forum: Show your Creations
- Topic: Daniel's inherently futile contraptions
- Replies: 15
- Views: 15270
Re: Daniel's inherently futile contraptions
i dont see any signals
signals or have the trains blow up as they catastrophocally crash their fully loaded metal carts into each other at 200 km/h and detonate with the power of a nuke.
also you are gonna get run over by the train
many times
many..
times...
Daniel....
signals or have the trains blow up as they catastrophocally crash their fully loaded metal carts into each other at 200 km/h and detonate with the power of a nuke.
also you are gonna get run over by the train
many times
many..
times...
Daniel....
- Wed Apr 15, 2015 5:27 pm
- Forum: Mods
- Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
- Replies: 71
- Views: 41121
Re: [0.11.xx](almost)Pointless mod 0.0.0.3.1
I don't see any problems hereNobody wrote:i admit, i may or may not have forgotten that i left the shotgun-grenade-launcher as a car-launcher.