Search found 336 matches
- Wed Sep 23, 2015 6:38 pm
- Forum: Ideas and Suggestions
- Topic: More Useful Robots
- Replies: 12
- Views: 11551
Re: More Useful Robots
Mining robots would be epic. It would go a long way to helping the with creating a self-perpetuating blueprint. Some extra ideas for combat robots: Robotic Mine: Robot that runs at the enemy once in range and detonates. (Destructive, but single use. Prefers to target alien nests.) Gas Drone: Rushes...
- Wed Sep 23, 2015 6:27 pm
- Forum: Balancing
- Topic: Add one extra follower robot to techlvl 5
- Replies: 5
- Views: 15071
Re: Add one extra follower robot to techlvl 5
I always hate dealing with that wasted bot...do I deploy another set or wait until one is detoryed by biters?
- Wed Sep 23, 2015 6:08 pm
- Forum: Balancing
- Topic: Build time 0.5s for Logistics/Construction Robots
- Replies: 13
- Views: 26959
Re: Build time 0.5s for Logistics/Construction Robots
How about this- robot frames take ~8 seconds and it is the robots themselves that take the 20 seconds.bobingabout wrote:it does seem a little odd that it takes 20 seconds to put a circuit in a robot frame.
- Wed Sep 23, 2015 6:04 pm
- Forum: Balancing
- Topic: Push robots and fast inserters back
- Replies: 13
- Views: 25343
Re: Push robots and fast inserters back
Simply, you get robots and fast inserters too fast. Why? What is your criteria of "too fast"? For whom? Compared to what? Sorry for being breif in my origional post. I think that robots should be goten very early into blue science, as apposed to late into green science. Also, as it is, yo...
- Tue Sep 22, 2015 6:10 pm
- Forum: Show your Creations
- Topic: Marathon + Resource Spawner Overhaul victory
- Replies: 19
- Views: 17869
Re: Marathon + Resource Spawner Overhaul victory
Could someone link me to the mod pages for this? I cant seem to find them on the forum
- Tue Sep 22, 2015 5:51 pm
- Forum: This Forum
- Topic: Post-posting Navigation improvements
- Replies: 1
- Views: 6161
Post-posting Navigation improvements
Simply, after you post something to a thread, several navigation options dissapear from the top nav bar with the forums and sub-forums. Please make these buttons avalibe on that page
- Tue Sep 22, 2015 5:47 pm
- Forum: Balancing
- Topic: Switch to multiplicative stacking for modules
- Replies: 12
- Views: 17308
Re: Switch to multiplicative stacking for modules
I do think that two of one moduals of a single type in a single assembler should apply more of an effect then if you put the moduals in two seperate assemblers.
- Tue Sep 22, 2015 5:41 pm
- Forum: Balancing
- Topic: Rocket Research needs to be split up.
- Replies: 10
- Views: 25765
Rocket Research needs to be split up.
I understand that the endgame is still a WIP, but I think that the research to rocket deffence should be more split up. Perhaps into different components of the rocket, such as rocket fuel and low-density sturctures. I dont like fact that now you get the research and then have APSOLUTLY EVERYTHING A...
- Tue Sep 22, 2015 5:34 pm
- Forum: Balancing
- Topic: Build time 0.5s for Logistics/Construction Robots
- Replies: 13
- Views: 26959
Re: Build time 0.5s for Logistics/Construction Robots
the time to create end-chain products needs to be increased. Things such as robots should take 3-5 seconds. 0.5 s is just not enough.
- Tue Sep 22, 2015 5:25 pm
- Forum: Balancing
- Topic: Push robots and fast inserters back
- Replies: 13
- Views: 25343
Push robots and fast inserters back
Simply, you get robots and fast inserters too fast. You can get them within a few hours of playing.
- Tue Sep 22, 2015 3:37 pm
- Forum: Ideas and Suggestions
- Topic: Whistle for when train is about to depart
- Replies: 8
- Views: 8639
Re: Whistle for when train is about to depart
Erm. I've big train stations, where about every 5 seconds a train will depart. It will sound like this: Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Toooootooot Too...
- Tue Sep 22, 2015 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Multipurpose modular platform wagons
- Replies: 42
- Views: 23006
Re: Multipurpose modular platform wagons
I TLDRd. I think every type of vehicle entity should have the abillity to have a modular grid, similar to that of power armor. Possibly a different type of grid, meaning it requires different modules. Getting a bit off topic here, but I also think all vehicles (this means also locomotives and wagon...
- Tue Sep 22, 2015 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Train signals connected to circuit network
- Replies: 6
- Views: 6124
Re: Train signals connected to circuit network
Yes. This needs to be a thing. It will allow for you to program a circiut network to tell lights to come on when a train is about to cross a crossing.
- Tue Sep 22, 2015 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Train signals connected to circuit network
- Replies: 6
- Views: 6124
Re: Train signals connected to circuit network
[Duplicate post by me]
- Tue Sep 22, 2015 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 37612
Re: Local power connector module for modular armor
You would still have the limit on sheild recharge speed.Align wrote:That's kind of discouraging, sounds prone to stalemates.
- Tue Sep 22, 2015 2:28 pm
- Forum: Ideas and Suggestions
- Topic: electric network
- Replies: 2
- Views: 3784
Re: electric network
I would like that; and I imagine it would not be hard to add from a devs point of view.
- Tue Sep 22, 2015 2:26 pm
- Forum: Ideas and Suggestions
- Topic: More Useful Robots
- Replies: 12
- Views: 11551
Re: More Useful Robots
Since this post is recent, I'll add my robot suggestion here, what about mining robots (that would be able to mine coal and ores and put them straight into logistic system)? Good idea! Almost worthy of creating a forums account to share with the interwebs! :P But on your idea, I like it. on my seco...
- Tue Sep 22, 2015 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Multipurpose modular platform wagons
- Replies: 42
- Views: 23006
Re: Multipurpose modular platform wagons
When I saw the title of this thread, it gave me an idea that would add an interesting gameplay mechanic to trains, although it might be hard to impliment. Basicly, have a "flatbed" train car in which that you can build things on, such as inserters, turrets, chests, etc. http://www.mountain...
- Mon Sep 21, 2015 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Allow modders to add more controls and change existing ones
- Replies: 11
- Views: 11775
Re: Allow modders to add more controls and change existing ones
I would love gamepad support, and multiple keys to be binded to the same action(eg. Both e and the 4th button on my mouse can open the Invintory)
- Sat Sep 19, 2015 9:53 pm
- Forum: Ideas and Suggestions
- Topic: More Useful Robots
- Replies: 12
- Views: 11551
Re: More Useful Robots
I like the idea of sheild robots as an addition to combat robots, but I feel like the other suggestions are garbage (sorry for being harsh)