Search found 143 matches

by Ojelle
Mon Apr 13, 2015 9:52 am
Forum: Releases
Topic: Version 0.11.21
Replies: 48
Views: 54014

Re: Version 0.11.21

Just a tiny question, is there going to be an optimalization update in the very far future? My save became unplayable again :( (I think its the pipelines..)
by Ojelle
Fri Apr 03, 2015 7:29 pm
Forum: News
Topic: Friday Facts #80 - Crazy start
Replies: 49
Views: 38469

Re: Friday Facts #80 - Crazy start

Another idea: when the rocket animation is going, freeze the player. He watches. With a bit of screen shake it could end up nice.
by Ojelle
Fri Apr 03, 2015 5:54 pm
Forum: News
Topic: Friday Facts #80 - Crazy start
Replies: 49
Views: 38469

Re: Friday Facts #80 - Crazy start

As for the rocket, it might sound stupid, but just draw it over all the robots? Its going up, so the robots would be on ground level behind it. (and for the launch itself, you could consider a 'stop' of all droids for 3 secs, the explenation would be that they 'watch' your feat.) The last one sounds...
by Ojelle
Wed Apr 01, 2015 5:29 pm
Forum: Releases
Topic: Version 0.11.19
Replies: 43
Views: 48468

Re: Version 0.11.19

Aprils fool release is that there will be no release. What a fooling :D Actually cube is just finishing with the release server setup so the 0.11.20 will be the first release made "automatically". But it will happen most probably tomorrow. At first I was thinking 'Nice!' and after about 5...
by Ojelle
Wed Apr 01, 2015 3:13 pm
Forum: Releases
Topic: Version 0.11.19
Replies: 43
Views: 48468

Re: Version 0.11.19

No april fools release :P?
by Ojelle
Fri Mar 27, 2015 9:39 am
Forum: Releases
Topic: Version 0.11.19
Replies: 43
Views: 48468

Re: Version 0.11.19

I would love to see a mod, where you have a time limit to build a defensive base before massive waves of biters and spitters come at you. But the game devs could add it as a "game mode" :mrgreen: At the moment, thats how the game works, with the difference that you got to place the rocket...
by Ojelle
Thu Mar 26, 2015 9:11 am
Forum: Releases
Topic: Version 0.11.19
Replies: 43
Views: 48468

Re: Version 0.11.19

If it would be completely impossible to remove something, tubes will be a very cheap wall. (wall of resources).
But I dont think that will happen that extreme anyway.(unremovable structures)
by Ojelle
Tue Mar 17, 2015 9:35 pm
Forum: Releases
Topic: Version 0.11.18
Replies: 28
Views: 41975

Re: Version 0.11.18

What do you mean with updating?
by Ojelle
Sun Mar 15, 2015 12:09 pm
Forum: Releases
Topic: Version 0.11.18
Replies: 28
Views: 41975

Re: Version 0.11.18

They are as good as stable you know?
by Ojelle
Mon Mar 09, 2015 3:48 pm
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 51017

Re: Version 0.11.17

Ill try to look it up. In the meantime, could you check how much fps you got in my save? I doubt its that big, but its always possible. What I did notice is that in taskmngr, my processer doesnt go beyond 13%, so it only uses one thread. In the settings its set to '8'. Could that be part of the pro...
by Ojelle
Sat Mar 07, 2015 11:06 pm
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 51017

Re: Version 0.11.17

@devs: Are there any known resources hogs? For example a lot of 'unused' roboports connected to a big network on wich there is a high amount of trafic in a relative small part. (but the robot has to calculate all its routs etc etc) I myself dont have a clue what It could be. And I think im getting a...
by Ojelle
Sat Mar 07, 2015 8:25 pm
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 51017

Re: Version 0.11.17

Ill try to look it up. In the meantime, could you check how much fps you got in my save? I doubt its that big, but its always possible. What I did notice is that in taskmngr, my processer doesnt go beyond 13%, so it only uses one thread. In the settings its set to '8'. Could that be part of the prob...
by Ojelle
Sat Mar 07, 2015 2:23 pm
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 51017

Re: Version 0.11.17

I doubt its just the artefacts. But I got no clue what slows down how much (robots, belts, inserters, idle furnaces, rail signals,...) (relative to eachother) so ill play slowed at the moment. As long as its above 30UPS I think I can live with it. And what could I submit in the bug report? Its not ...
by Ojelle
Fri Mar 06, 2015 8:15 pm
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 51017

Re: Version 0.11.17

I doubt its just the artefacts. But I got no clue what slows down how much (robots, belts, inserters, idle furnaces, rail signals,...) (relative to eachother) so ill play slowed at the moment. As long as its above 30UPS I think I can live with it. And what could I submit in the bug report? Its not e...
by Ojelle
Fri Mar 06, 2015 6:44 pm
Forum: Releases
Topic: Version 0.11.17
Replies: 46
Views: 51017

Re: Version 0.11.17

Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance. I guess this is about alien artefacts? In my world it doesnt seem to work. I did bound it to another button. Might be that? (mouse5) And the area in wich I pick them up is the same too. Or doe...
by Ojelle
Thu Mar 05, 2015 5:31 pm
Forum: Implemented Suggestions
Topic: Blueprints storing module configuration
Replies: 7
Views: 8607

Re: Blueprints storing module configuration

Going to read the answer in a minute and I guess I didnt look deep enough in the search function. Thanks for the answer!


Edit: Hmm, interesting post you made there. Its a nice idea.
by Ojelle
Thu Mar 05, 2015 4:44 pm
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 39763

Re: lay repeating underground pipes like power lines

I toughd this behaviour of pipes would be nice at first. Then I realized you only need this in places where you come a lot wich isnt that much. The other places you can just build standard pipe with every 100 pieces an opening or so. You wont come there that much anyway. (not on my maps.) So I dont ...
by Ojelle
Thu Mar 05, 2015 4:36 pm
Forum: Implemented Suggestions
Topic: Blueprints storing module configuration
Replies: 7
Views: 8607

Modules also copy in blueprints

Joined -- ßilk Right now if you use a blueprint on buildings wich can hold modules those modules do not copy if the source building had modules. I would like it if they did copy too. For example my electric furnaces have 1-1 speed-effi module III and it is quite annoying to put them manualy in ever...
by Ojelle
Fri Feb 27, 2015 6:31 pm
Forum: Releases
Topic: Version 0.11.16
Replies: 69
Views: 64267

Re: Version 0.11.16

I'm not awake and my head hurts from this. But I think I got it. Thanks ^^
by Ojelle
Thu Feb 26, 2015 11:44 pm
Forum: Releases
Topic: Version 0.11.16
Replies: 69
Views: 64267

Re: Version 0.11.16

Kovarex, did you just remove your anwser or do I start hallucinating? :P

Edit: or is my browser screwing things up?

Epic game btw! And looking forward to friday facts of tomorow ^^

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