Updated a bit - now blue belt assembler is rotatable. Anyway it must be rotated in right direction at the beginning, when area is created.Dry Hairy Tree wrote:I loaded this with whistle stop. I found a blue belt assembler. I hooked everything up thinking this is great, the belt assembler was not hooked however to lube - and I cannot rotate it. Wasted 3 hours to get to the point to realise it is unusable. Loaders also weren't connecting red belt to them. No experience with loaders so don't know if they're broken or not.
Loaders may be destroyed or used:
Thanks for your feedback.Dry Hairy Tree wrote:Great idea but it didn't really happen. Feedback:
Factories need to actually work not troll the player
Belts without matching underground and splitter sections are still going to be as restricted as their cheaper counterparts so are just trolling the player
Blueprints are mostly useless e.g. right hand drive rail, 0.75 ps science builds, yellow balancers
So I found lots of things, and hardly anything was of any advantage to me. Maze was fun.
Potential for being a cool mod, but certainly wouldn't recommend in current state. Too many blueprints, not enough 'ruins', certainly not enough significantly useful ruins.
For now, mostly, i'm trying to polish the code.
Those area what already implemented, part of them is, let say truly, are fillers (like blueprints or belt productions).
But some created with additional passion (maze, base, station). Also i've tried to figure out what may be easy to implement, what is hard. What may grant additional advantage or even broke whole gameplay.
Maybe it's just a lack of my own ideas, but i can't imagen alot of variation, which is not simple production line or randomly generated decorative entities.
So gimme a time. Or even better - share your ideas, if you have it and i'll try to implement them. =)