Search found 213 matches
- Mon Jun 17, 2019 11:46 pm
- Forum: Mods
- Topic: [MOD 1.1] LongerBurnerPhase
- Replies: 7
- Views: 4827
Re: [MOD 0.17] LongerBurnerPhase
Thank you for the feedback!
- Sun Jun 09, 2019 12:57 am
- Forum: Ideas and Suggestions
- Topic: Disable all mods in campaign
- Replies: 6
- Views: 1554
Re: Disable all mods in campaign
This sounds like a very interesting idea:
- Will this work for scenarios in addition to campaigns?
- Can this be used to allow some mods but not others?
- Sat May 25, 2019 2:30 am
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toolbelt Research Name Misleading
- Replies: 18
- Views: 4954
Re: [0.17.4] Toolbelt Research Name Misleading
You may disappoint people if you suggest with the name that the extension of inventory is big. I believe it says in the effects listing (in the tooltip, I believe) that the number of added slots is 10. If that's not clear, then perhaps the description could say that it's a small bonus to inventory ...
- Mon May 20, 2019 11:44 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toolbelt Research Name Misleading
- Replies: 18
- Views: 4954
Re: [0.17.4] Toolbelt Research Name Misleading
I always imagined that the armor had extra pockets.Deadlock989 wrote: ↑Sun May 19, 2019 9:40 amMakes even less sense to me that armour increases inventory size than the word "toolbelt" does.
- Sun May 19, 2019 3:28 am
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toolbelt Research Name Misleading
- Replies: 18
- Views: 4954
Re: [0.17.4] Toolbelt Research Name Misleading
Maybe the technology could be called "more pockets" or something like that...
- Sun May 12, 2019 3:10 am
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 21415
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
What is "height"? I have no clue! If I remember correctly, "height" has to do with the direction of fluid flow: if the height of a pipe is higher than the surroundings, then fluid will flow out but not in. If the height is lower than the surroundings, then fluid will flow in but...
- Fri May 10, 2019 4:59 pm
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 21415
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
About the API Documentation: sometimes it's not obvious what a variable or value does just by looking at the name, and not all of them have descriptions. Would you please consider adding a little more info to the documentation about what these variables are used for, what their default values are, a...
- Thu May 09, 2019 12:14 am
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 9825
Re: Unlimited research: radar range
Hmmm...I'd prefer for the research to be: 1) Non-infinite so that it doesn't bloat the savegame size with faraway chunks 2) Combine 3 effects: increase radar discover area, increase radar permanent view area, increase scanning speed. This way I wouldn't have to worry about multiple researches: it's...
- Fri May 03, 2019 10:31 pm
- Forum: Balancing
- Topic: A couple of complaints about the Tank
- Replies: 13
- Views: 5385
Re: A couple of complaints about the Tank
If the turret followed the cursor, I would enjoy hit-and-run strikes against biter nests, perhaps swerving between adjacent spawners while shelling the vicinity. As it is, however, the failure of the turret to turn until firing means that such attacks unload only 50%~70% of expected ordnance, given...
- Sat Apr 06, 2019 3:22 am
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 77
- Views: 31062
Re: Shotgun is embarrassingly bad right now
...it does have to compete with the much higher damage and utility of the Flamethrower, and the much longer range and still very respectable damage of the Rocket Launcher. Essentially both Rocket Launcher and Flamethrower allow eliminating targets WITHOUT getting spat at (much). Furthermore when yo...
- Wed Apr 03, 2019 1:40 am
- Forum: Ideas and Suggestions
- Topic: More hints in mouse cursor
- Replies: 3
- Views: 1187
Re: More hints in mouse cursor
Wow, this is a great idea for new players. +1
- Tue Apr 02, 2019 2:39 am
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 115818
Re: Friday Facts #120 - Spidertron
... But then what would happen is that you would leave spidertron when you got to wherever you were going and then when you need it again, it is still where you left it. That is if you can remember where you left it. I build 5+ cars in my factories and I can still never find any of them without the...
- Thu Mar 28, 2019 7:27 pm
- Forum: Balancing
- Topic: A couple of complaints about the Tank
- Replies: 13
- Views: 5385
Re: A couple of complaints about the Tank
I think it would be better if the turret always pointed toward your mouse cursor, instead of waiting for you to pull the trigger first. Can we have this feature for both the car & the tank, as long as there is ammo in the selected weapon? I hate going into battle with my gun pointing the wrong ...
- Fri Mar 15, 2019 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Iron/Steel/Wood Walls?
- Replies: 23
- Views: 9369
Re: Upgraded / end game wall type
What if there was a (non-infinite) technology that made the walls have higher HP/resistances?
Also, how about self-repairing walls? (Cost repair packs to craft, or something similar)
Also, how about self-repairing walls? (Cost repair packs to craft, or something similar)
- Sat Feb 23, 2019 9:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.51] Ammo range modifier doesn't affect turrets properly
- Replies: 1
- Views: 2023
[Twinsen] [0.16.51] Ammo range modifier doesn't affect turrets properly
If I define an ammo such that: ammo_type = { ... --Range is decreased by 30% range_modifier = 0.7, cooldown_modifier = 1.3, ... }, The range modifier doesn't affect turrets properly. The turret will not fire unless the enemy is within the range specified by the ammo, but will still "follow"...
- Sat Feb 23, 2019 6:31 pm
- Forum: Ideas and Suggestions
- Topic: Thomas the Steam Turbine -.- (Sounddesign of Turbine...)
- Replies: 4
- Views: 4987
Re: Thomas the Steam Turbine -.- (Sounddesign of Turbine...)
I think the turbine should use the electric furnace sound or something similar. Something low-pitched and powerful-sounding, since it's an endgame entity.
- Fri Feb 22, 2019 8:27 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 154362
Re: Friday Facts #283 - Prepare to Launch
The new roboport-style doors on the logistic chests are amazing!
I love it.
I love it.
- Wed Feb 20, 2019 8:29 pm
- Forum: Ideas and Suggestions
- Topic: circuit networks..
- Replies: 16
- Views: 4379
Re: circuit networks..
And.. If the value of a variable is zero, still show it. Loosing any sign of a variable just because its zero makes debugging circuit networks really tough! The thing is...every value is zero, unless it's not. If you hover over a power pole, and it says there are 53 Electronic Circuits and nothing ...
- Wed Feb 20, 2019 4:03 am
- Forum: Ideas and Suggestions
- Topic: Tiny feature request: show network number when hovering over a roboport
- Replies: 7
- Views: 1803
Re: Tiny feature request: show network number when hovering over a roboport
+1
Can we also add names to our logistic networks? It might be tricky when networks are created/split, but it would make the window even simpler to use.
Can we also add names to our logistic networks? It might be tricky when networks are created/split, but it would make the window even simpler to use.
- Mon Feb 18, 2019 1:34 pm
- Forum: Modding interface requests
- Topic: Better Module Limitations
- Replies: 0
- Views: 487
Better Module Limitations
What? Add more data to a module limitation that determines if the module is allowed inside each type of entity. This would be for each individual machine (for example, allowed_machines = {"electric-mining-drill", "assembling-machine-2", "assembling-machine-3"}) so I co...