Search found 69 matches
- Mon Feb 23, 2015 1:12 am
- Forum: Implemented Suggestions
- Topic: A 'send to store' list for the player and logistics network
- Replies: 12
- Views: 20418
Re: A 'send to store' list for the player and logistics netw
Here's my proposition: Example When adding item to logistics request, there's a new checkbox that when checked, causes surplus items to be returned. Use example: adding transport belt to logistics request with 0 items and checkbox checked causes every transport belt you pick up to be immediately ret...
- Mon Feb 23, 2015 12:34 am
- Forum: Ideas and Suggestions
- Topic: Build queue improvement.
- Replies: 15
- Views: 6112
Re: Build queue improvement.
Hotkey or option satisfies everyone, even ignoring the fact that building new items consumes items from your inventory, so this would just be natural and expected. I would personally opt for a hotkey to _NOT_ auto-consume the pickup for the build queue, to suit your needs instead of troubling everyo...
- Sun Feb 22, 2015 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Build queue improvement.
- Replies: 15
- Views: 6112
Re: Build queue improvement.
Then pick up 20 normal inserters, or disable this functionality in options ;) - making inserters is quick and out of scope of this feature. This is useful for high end stuff especially in concert with drones delivering for example circuit boards, which I would wish were immediately consumed by the p...
- Sun Feb 22, 2015 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Build queue improvement.
- Replies: 15
- Views: 6112
Re: Build queue improvement.
I wanted to post exactly that, but Gandalf beat me to the punch
- Sat Feb 21, 2015 11:25 pm
- Forum: Ideas and Suggestions
- Topic: Build queue improvement.
- Replies: 15
- Views: 6112
Re: Build queue improvement.
Hence the 'improvement' in the thread title
- Sat Feb 21, 2015 2:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [Gameplay][cube] OMG Fockin' trees.
- Replies: 13
- Views: 4016
Re: [0.11.16] [Gameplay] OMG Fockin' trees.
I know how to remove trees and I obviously agree that deforesting land before the build is clearly a gameplay concept that's supposed to be in game. I'm merely pointing that collisions are a problem -- I'm not advocating removing trees or modifying ways of removing them
- Sat Feb 21, 2015 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Build queue improvement.
- Replies: 15
- Views: 6112
Build queue improvement.
I've decided to build power armor mk2 in-hand. This was a bad idea at the current state of the game, as it takes hours to build and you're effectively unable to build anything in hand for this time - and if you decide to cancel the build, you end up with football stadium-worth of materials on the gr...
- Sat Feb 21, 2015 1:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [Gameplay][cube] OMG Fockin' trees.
- Replies: 13
- Views: 4016
[0.11.16] [Gameplay][cube] OMG Fockin' trees.
Collisions with trees/other objects are more or less broken. This is especially absurd when driving a tank, which can be stopped even at high speed by some trees. Also even on foot navigating a forest is a painful experience.
- Sat Feb 21, 2015 1:52 pm
- Forum: Duplicates
- Topic: [0.11.16] [Multiplayer] / Join-Desync loop
- Replies: 1
- Views: 2422
[0.11.16] [Multiplayer] / Join-Desync loop
I've noticed that sometimes after playing for a while as a host, when new player connects, he/she downloads the map, desyncs, downloads the map, desyncs, downloads the map, desyncs, downloads the map, desyncs...