Search found 143 matches
- 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..)
- 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.
- 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...
- 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...
- 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 ?
- 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...
- 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)
- 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?
- 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?
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
Edit: Hmm, interesting post you made there. Its a nice idea.
- 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 ...
- 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...
- 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 ^^
- 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?
Edit: or is my browser screwing things up?
Epic game btw! And looking forward to friday facts of tomorow ^^
Edit: or is my browser screwing things up?
Epic game btw! And looking forward to friday facts of tomorow ^^