Search found 133 matches

by JackGruff
Thu Jan 02, 2014 1:45 pm
Forum: General discussion
Topic: Logistic network needs a new name, or a good idea
Replies: 3
Views: 4463

Re: Logistic network needs a new name, or a good idea

Ok, I had typed out quite a few answers but I think I am bringing confusion to the mix because I don't necessarily see things the way you or others do. So let me start by explaining how I see the things that concern your post. Sorry if I repeat myself! Logistics network: providers, storage and reque...
by JackGruff
Wed Jan 01, 2014 3:53 pm
Forum: Ideas and Suggestions
Topic: View overhaul and collection of ideas
Replies: 3
Views: 3167

View overhaul and collection of ideas

Intro I have mentioned some of these things before in other threads but I thought I would collect all my ideas in this one (which is also in the correct sub-forum). Some things have been said before by others but need repeating for context. Basically, the overarching idea is new views (like the pro...
by JackGruff
Wed Jan 01, 2014 3:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7350

Re: [0.8.4] Repair bots do not pick up items from hub

It sounds like you want a logistics system that sorts everything out for itself. I honestly think that is crossing the line between what the game should be responsible for and what you, the player, should be responsible for. Are your cleaning bots ever necessary if the player doesn't try to break so...
by JackGruff
Tue Dec 31, 2013 2:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7350

Re: [0.8.4] Repair bots do not pick up items from hub

Well, if the system is in need of manual intervention, then it could notify the player. So if a dedicated view for logistics is implemented, then notifications, warnings and whatnot could be shown there. If a bot is stuck in any sort of manner then it lands somewhere and the logistics system simply ...
by JackGruff
Mon Dec 30, 2013 7:14 am
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7350

Re: [0.8.4] Repair bots do not pick up items from hub

What if I - as curious as I be - cut the logistic network into two parts while the bot fulfill the requests? Which of the reserved items in the chests can then be fulfilled and what to do if not? If a bot cannot return the item for some reason, it takes it you. If you are out of range, it waits by ...
by JackGruff
Sun Dec 29, 2013 11:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.4] Repair bots do not pick up items from hub
Replies: 20
Views: 7350

Re: [0.8.4] Repair bots do not pick up items from hub

I've encountered this problem as well. While a bot is fulfilling an order, the order may no longer be completable and the bot just hovers with its item. It's rare, but it has happened. My solution is simple, just have the bot take the item back to where it got it from. But what if the chest it got i...
by JackGruff
Sat Dec 28, 2013 3:14 pm
Forum: Balancing
Topic: [0.8.x] Logistics Robots
Replies: 29
Views: 39081

Re: [0.8.x] Logistics Robots

Yes, the queues become noticible when you approach 400 active bots with ports spaced furthest apart. But the I think the best idea is what Dysoch had, give us a version of the Roboport that is purely charging stations, the "Chargeport". The Chargeport could have 9 stations and bots would c...
by JackGruff
Thu Dec 26, 2013 3:07 pm
Forum: Ideas and Suggestions
Topic: Bot visibility toggle
Replies: 5
Views: 2780

Bot visibility toggle

When you use bots extensively, things start getting a bit hairy: I have found that it gets hard to see buildings and other things when bots become to dense and you also end up accidentally mining a bot every now and then. My suggestion is to allow us toggle the visibility (and selectability) of bots...
by JackGruff
Wed Dec 18, 2013 6:23 pm
Forum: Releases
Topic: Version 0.8.1
Replies: 3
Views: 8836

Re: Version 0.8.1

Wow. This is great.
by JackGruff
Sun Dec 15, 2013 11:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.0] Minimap colours are off
Replies: 2
Views: 1198

[0.8.0] Minimap colours are off

The darkness of certain areas doesn't match the minimap. Why is the bright yellow patch to the right shown so dark on the minimap? It confuses the eye. The minimap colours should be an average of that specific terrain so that the eye can easily match the two. Coal is also coloured or shown badly. At...
by JackGruff
Thu Dec 12, 2013 8:32 pm
Forum: General discussion
Topic: Combat system far too fast?
Replies: 47
Views: 20567

Re: Combat system far too fast?

In the end of day, I think what is important is that we have a variety of options. More options means more players will find their own way of handling the enemy. Put it this way, you have many ways to make a factory, but very few to take down a base. The tank is on the list. Will it be able to accep...
by JackGruff
Fri Oct 25, 2013 7:52 pm
Forum: Balancing
Topic: The way spawners work [0.7.4]
Replies: 10
Views: 12410

The way spawners work [0.7.4]

http://i55.servimg.com/u/f55/15/71/93/52/screen14.jpg As you can see in the above image, spawners are free to go crazy. In the above situation, we're locked in an endless fight. It doesn't really make much sense that spawners can get away with this and it feels artificial. My suggestion to make spa...
by JackGruff
Tue Oct 15, 2013 5:58 pm
Forum: General discussion
Topic: Question about scenario pack
Replies: 2
Views: 3963

Question about scenario pack

Is the scenario pack from the second tier eventually going to be made available for first tier customers or will it remain exclusive?

I am wondering what is going to happen when the game is completed.

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