Search found 242 matches
- Thu Mar 20, 2014 9:32 am
- Forum: Show your Creations
- Topic: Oil flow
- Replies: 8
- Views: 13079
Re: Oil flow
If you abuse pipe-to-ground more you can make it even more compact: http://i.imgur.com/XKPj3lJ.jpg i like this, my biggest gripe with the oil industry is how big it gets, i used to have all my resources built on a conveyor, but with oil its either awkwardly pump it to the right spot or bring all th...
- Thu Mar 20, 2014 9:25 am
- Forum: Implemented Suggestions
- Topic: We need this :)
- Replies: 12
- Views: 4115
Re: We need this :)
car + flamethrower + others = this...?
- Wed Mar 19, 2014 11:32 am
- Forum: Show your Creations
- Topic: Oil flow
- Replies: 8
- Views: 13079
Oil flow
was experimenting with my refineries, i liked this setup the best and thought I'd share https://www.dropbox.com/s/769yrfmawodnjsh/Oil%20test.png if you have space this can easily be spread out a fair bit as in pic 2 https://www.dropbox.com/s/ip0xg2aipaof96r/Oil%20Spread.png but i'm less fond of that...
- Tue Mar 18, 2014 3:51 am
- Forum: Ideas and Suggestions
- Topic: Steel Furnaces
- Replies: 20
- Views: 7646
Re: Steel Furnaces
what if the electric recipie was changed to somthing like 1 Steel Furnace x Adv Circuits X Copper Bars (for heating coils etc) .....? and maybe increase the steel/stone required for the steel furnace. Electricity is never an issue with me because i always overbuild my electric system, a fact which o...
- Mon Mar 10, 2014 12:03 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact smelting setup
- Replies: 3
- Views: 10971
Re: Compact smelting setup
i would say that this is as good as it gets if space is the main restraint.
i wouldn't know for certian because i like to design my smelting areas with the electric furnaces in mind(dual feeding coal at first,then changing the feed to pure ore with electrics)
i wouldn't know for certian because i like to design my smelting areas with the electric furnaces in mind(dual feeding coal at first,then changing the feed to pure ore with electrics)
- Sun Feb 16, 2014 12:43 am
- Forum: Ideas and Suggestions
- Topic: Bug Repellant
- Replies: 3
- Views: 2103
Bug Repellant
basically a station which makes the bugs path around it, with no other path they'll still attack through there, but it makes them prefer a different path.
- Sat Jan 18, 2014 1:41 am
- Forum: Ideas and Suggestions
- Topic: Steel Reinforced Walls
- Replies: 8
- Views: 3186
Re: Steel Reinforced Walls
if i were to spend steel on walls i think i'd want to have the walls with a highter resistance too
- Sat Jan 18, 2014 1:38 am
- Forum: Implemented Suggestions
- Topic: Doors and Gates
- Replies: 19
- Views: 8905
Re: gate
i wouldn't minds stone floor slabs, instead of making an entity it could change the terrain to a concrete style. then my factories could really look like factories(also it could give a production bonus if built upon for those who need a reason to build things)
- Sat Jan 11, 2014 11:59 am
- Forum: Gameplay Help
- Topic: Proper signal use for this merged network
- Replies: 6
- Views: 8990
Re: Proper signal use for this merged network
i don't really use trains but it sounds like the red train is claiming the path to prevent collisions.... so maybe try having another stop right by the T-section where the red train goes to before going to unload....? if my vague guess is right then this should speed your track up a bit with no othe...
- Thu Jan 02, 2014 11:38 am
- Forum: General discussion
- Topic: 5,000 copies sold
- Replies: 17
- Views: 8361
Re: 5,000 copies sold
Just wanted to say how much I've enjoyed playing the game. I just showed up to the scene in the last few weeks. When I checked out the game I was thinking "Oh, I'll check out the alpha to see if it has potential." Now, all my online friends are wandering where I've disappeared to for the ...
- Mon Dec 16, 2013 1:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8] player being repaired
- Replies: 6
- Views: 2385
Re: [0.8] player being repaired
i think he means the blue overalls with the nano assembler and storage maguffin which lets you carry thousands of units of metal and turn it into machines.Dysoch wrote:had no armor on.ssilk wrote:Perhaps they repair your suit, not your health?
and my health bar was out (the green bar)
- Sun Dec 15, 2013 9:52 am
- Forum: News
- Topic: Friday Facts #12
- Replies: 49
- Views: 39001
Re: Friday Facts #12
none of the logos are right to me. the old logo: i only really find the shapes of the A, C, R and the bottom of the T to bother me. apart from that the colour, texture and shape of the gear are as integral to the game to me as transport belts. first new logo: i don't like the cornering on the F, als...
- Wed Oct 30, 2013 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Electricity for logistic robots and transport belts
- Replies: 11
- Views: 5984
Re: Electricity for logistic robots and transport belts
pumps work with osmosis, gravity and pressure acting through pip systems(not really) i find it to be an acceptable break from reality myself. the idea of windmills is pretty good, but sometimes just our standard start-up is quite complicated without having to add more steps. you could add a coal gen...
- Wed Oct 30, 2013 9:12 pm
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
Hey, thanks for reminding me of this! When we were talking about this, a few questions popped up, so I'd like to hear your opinions about these things: 1) How long do you think would be maximal usable length of the code? (This is basically for practicality, copypasting around forum and stuff like t...
- Wed Oct 30, 2013 2:19 am
- Forum: Balancing
- Topic: The way spawners work [0.7.4]
- Replies: 10
- Views: 12477
Re: The way spawners work [0.7.4]
Other way: Just letting eggs appear instead of creeper. Every egg needs time to hatch and can't do anything, until it has hatched. Every egg counts like normal biters for the "spawn rate". wouldnt that make creeper base attacking too easy? not if it were combined with a build distance lim...
- Wed Oct 30, 2013 1:52 am
- Forum: Ideas and Suggestions
- Topic: Marking mining area
- Replies: 9
- Views: 5604
Re: Marking mining area
The problem is: There are power poles and belts between the mining drills, moreover the ore field is not rectangular. true enough, though i tend to simply not see the power poles unless A)im specifically dealing with them or B) they're the big ones/substations power poles and belts aren't an issue ...
- Wed Oct 30, 2013 12:36 am
- Forum: Releases
- Topic: Version 0.7.5
- Replies: 11
- Views: 21790
Re: Version 0.7.5
okay so i use the 64 bit windows version and since the updater came out i would find that the update process crashes at the point where i would assume it should restart the newly updated game. usually it come up with an error about a temp file not being empty, trying a second time had no issue tho. ...
- Wed Oct 30, 2013 12:12 am
- Forum: Implemented Suggestions
- Topic: Exchanging maps
- Replies: 30
- Views: 23265
Re: Exchanging maps
connected to this, could there be an option to remember previous freeplay settings? there are certian setups that i pretty much use exclusively, and while its not a big thing i could save a little hassel while making a map(or re making it as i forgot one setting or another and it bothers me into res...
- Wed Oct 30, 2013 12:09 am
- Forum: Implemented Suggestions
- Topic: Change names for labs, train stops etc - Station names
- Replies: 23
- Views: 13345
Re: Station names
agreed with ssilk, good idea that. in general an intelligent way to generate names is easier to use than a manual one. i'd still like the ability to rename stations for things with specific purposes but what about being able to designate and name areas on the map? right click on a spot and then sele...
- Tue Oct 29, 2013 11:57 pm
- Forum: Ideas and Suggestions
- Topic: Marking mining area
- Replies: 9
- Views: 5604
Re: Marking mining area
thats an interesting idea, not somthing that i think about as i can usually recognise spots which aren't getting mined almost instantly, i might be easier because i spread my miners out so that there are always 2 tiles between each mine, no more no less. any break in the pattern is a dead spot which...