Search found 368 matches
- Sat Jan 25, 2014 3:45 am
- Forum: Ideas and Suggestions
- Topic: Few small suggestions.
- Replies: 9
- Views: 5878
Re: Few small suggestions.
Decided to necro my own thread and add two more suggestions: 5. One-time train schedules or schedules with interrupts, that require player, or logic network input. For example "Station A, Station B, Stop the train" , "Station C, Station D, Stop until received signal" I have found...
- Sat Jan 25, 2014 2:18 am
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 22832
Re: My thought on the oil industry
I have a question.
Assuming we will have tank carts - how will oil/fuel will be transferred to and from them without water crane-like structure?
Assuming we will have tank carts - how will oil/fuel will be transferred to and from them without water crane-like structure?
- Sat Jan 25, 2014 2:16 am
- Forum: Ideas and Suggestions
- Topic: Resources from the skies
- Replies: 3
- Views: 1733
Re: Resources from the skies
While meteors do sound implausible, having atmospheric resources is possible.
Rainwater, Dust clouds, flying biters that drop stuff etc.
Rainwater, Dust clouds, flying biters that drop stuff etc.
- Thu Jan 23, 2014 10:17 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 22832
Re: My thought on the oil industry
Fine I removed it from my suggestion list, no flamethrower turrets.
- Thu Jan 23, 2014 10:02 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 22832
Re: My thought on the oil industry
That's the point - this turret is designed not to be spammed everywhere, but placed at critical points. The infrastructure for said turret will be bulky, but this would allow it to have comparable strength. Also - this wont be 1x1 or 1x2 structure, more like 3x3 with comparable flame output. Again n...
- Thu Jan 23, 2014 8:59 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 22832
Re: My thought on the oil industry
But the point here is to set foot into completely new type of infrastructure. We have turrets that use power - they need solid power network to support them. We have turrets that use items - they need logistical network. This is just 1st level turret, that uses completely new network. The point here...
- Wed Jan 22, 2014 11:35 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 22832
Re: My thought on the oil industry
let me try at brainstorming as well: Fuel - Canisters are bad idea imho: You are making this extensive new machinery for oil and then turn around and transform fuel into "Coal Mk2" item. Fuel should shine at what coal cannot be - being a liquid fuel. - New fuel boilers, that accept 2 types...
- Wed Jan 22, 2014 4:27 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 209866
Re: Electric energy
I tend to treat this game as crazy Rube Goldberg machine simulator so for me the more the merrier *shrug*
- Mon Jan 20, 2014 1:26 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22413
Re: Module Reballance
This is why I was proposing additional waste byproducts as an alternative to higher power demands. It is not as easy to scale it as it is with power.
- Mon Jan 20, 2014 12:52 am
- Forum: Implemented Suggestions
- Topic: Foundation for buildings / pavement / concrete slabs / base
- Replies: 16
- Views: 18108
Re: Foundation for buildings !
Possible uses: - Spawner spawn prevention within the large bases. - Passive alignment for car - forces cars to align itself with the road for easier driving through the wall openings (not the walls themselves) - Requirement for some advanced machinery/buildings - Landing pads for rocket assisted del...
- Sat Jan 18, 2014 11:50 pm
- Forum: Ideas and Suggestions
- Topic: storehouse/warehouse
- Replies: 16
- Views: 8685
Re: storehouse/warehouse
About silos - I've made similar suggestion in the past: 2. At later stages of the game it seems item belts become quite lacking due to inserter-belt limitation in throughput. Would it possible to add hopper-like structure that works as combination of chest above the belt. Items placed in that chest ...
- Sat Jan 18, 2014 10:23 pm
- Forum: News
- Topic: Friday Facts #17
- Replies: 15
- Views: 23526
Re: Friday Facts #17
I disagree, For a game hoping to get greenlit and have an explosive steam start graphics are needed unfortunately.
- Sat Jan 18, 2014 10:17 pm
- Forum: Ideas and Suggestions
- Topic: storehouse/warehouse
- Replies: 16
- Views: 8685
Re: storehouse/warehouse
Well, we have here a game with the most emergence I ever saw. And I cannot compare it with dwarf factory, never played it. I spoke from something completely different and dont understand you. My point is, that the game needs more speed. Blue prints are a super duper point to gain more speed (ever t...
- Sat Jan 18, 2014 6:34 am
- Forum: Ideas and Suggestions
- Topic: storehouse/warehouse
- Replies: 16
- Views: 8685
Re: storehouse/warehouse
Well, this is my thousands post here. So I try to make it a bit longer :mrgreen: I don't see, why players should tend to stock. And if so: why not? :) I've no problem with that. I think this belongs to a learning curve, the player sooner or later will realize... Storing items are not always a good ...
- Fri Jan 17, 2014 9:55 pm
- Forum: Ideas and Suggestions
- Topic: storehouse/warehouse
- Replies: 16
- Views: 8685
Re: storehouse/warehouse
My concern is actually about most basic resources. Since it is hard to predict how much one would need in end game materials players would stock up on most basic types anyhow, as such bulk items will have same effect as warehouses in terms of hoarding. Besides - with logistical networks it is extrem...
- Fri Jan 17, 2014 9:51 pm
- Forum: News
- Topic: Friday Facts #17
- Replies: 15
- Views: 23526
Re: Friday Facts #17
Nice tanks! I personally think they would blend quite nicely with the rest of the game. About pipes - have you considered having two separate pipe types, where one has windows and other does not? I feel like solid pipes would look much better. The window doesn't even need to be in pipe form either -...
- Thu Jan 16, 2014 10:50 pm
- Forum: Ideas and Suggestions
- Topic: storehouse/warehouse
- Replies: 16
- Views: 8685
Re: storehouse/warehouse
I am actually against small buildings capable of storing humongous amounts of resources. It encourages hoarding. While it doesnt matter much now but with addition of multiplayer this can negatively affect the experience.
- Thu Jan 16, 2014 2:13 am
- Forum: General discussion
- Topic: steam
- Replies: 10
- Views: 10061
Re: steam
2 Balinor I concur While MP is a nice addition I do not believe it is a necessity for Steam release. Nor does it mean that devs should stop working on it. I believe it is best for the game is to have a very solid groundwork for maximum enjoyable experience. As long as devs believe that any feature i...
- Thu Jan 16, 2014 2:05 am
- Forum: Implemented Suggestions
- Topic: Doors and Gates
- Replies: 19
- Views: 8898
Re: gate
While I agree, that gate is a necessary item, I believe the logic system needs an upgrade/revamp beforehand to properly support the gates. We need levers, proximity detectors, activation\passage detectors in order to have actually working gates. On a side note - wrong forum - needs to be put into su...
- Sat Jan 11, 2014 5:28 pm
- Forum: News
- Topic: Friday Facts #16
- Replies: 12
- Views: 20815
Re: Friday Facts #16
Great work! Only thing i am not sure about - the tooltip for blueprint. I think showing the blueprint of a large structure would be cumbersome and either cropped if shown at full scale, or barely legible if scaled to fit. I think it would be better if player can name the blueprint and optionally add...