Search found 213 matches

by QGamer
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!
by QGamer
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:
  1. Will this work for scenarios in addition to campaigns?
  2. Can this be used to allow some mods but not others?
by QGamer
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 ...
by QGamer
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

Deadlock989 wrote:
Sun May 19, 2019 9:40 am
Makes even less sense to me that armour increases inventory size than the word "toolbelt" does.
I always imagined that the armor had extra pockets.
by QGamer
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...
by QGamer
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...
by QGamer
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...
by QGamer
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...
by QGamer
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...
by QGamer
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...
by QGamer
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
by QGamer
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...
by QGamer
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 ...
by QGamer
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)
by QGamer
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"...
by QGamer
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.
by QGamer
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.
by QGamer
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 ...
by QGamer
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.
by QGamer
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...

Go to advanced search