Search found 25 matches
- Wed Jul 09, 2014 6:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Directional Lights
- Replies: 16
- Views: 10439
Re: Directional Lights
Thank you for that.
- Wed Jul 09, 2014 6:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Directional Lights
- Replies: 16
- Views: 10439
Re: Directional Lights
Seriously, what the hell? This isn't a mod request. If I wanted to make a mod request I'd POST IT IN MOD REQUESTS. I can't believe people can just start suggesting moving threads around, and the moderators oblige for no goddamn reason. If you want to suggest that I post a request in the mod section ...
- Tue Jul 08, 2014 5:21 am
- Forum: Ideas and Requests For Mods
- Topic: Directional Lights
- Replies: 16
- Views: 10439
Directional Lights
We have the light which lights up an an area around it. I'd like to see directional lights, similar to those mining spotlights you see. They are on a tripod and have one or more large lamps that project a fairly broad beam in a particular direction (basically the same way that the car headlights wor...
- Tue May 20, 2014 4:25 am
- Forum: Implemented Suggestions
- Topic: Electric Furnaces
- Replies: 5
- Views: 2531
Re: Electric Furnaces
I am not sure if you are being serious or not.
But there is already an electric furnace in the game.
But there is already an electric furnace in the game.
- Mon May 19, 2014 10:54 pm
- Forum: Ideas and Suggestions
- Topic: Car Cardinal Direction Bias
- Replies: 7
- Views: 3537
Re: Car Cardinal Direction Bias
Personally I'd rather they give the player to build roads which the car will attempt to stick to when given no other orders. Me too. Anyways, after a while, you end up getting used to the car's tricky handling. Watch some of Malkasphia's LPs in youtube. I don't personally like his way of building t...
- Mon May 19, 2014 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Car Cardinal Direction Bias
- Replies: 7
- Views: 3537
Car Cardinal Direction Bias
When trying to drive the car, it can be extremely tricky to orient the direction of the vehicle. Often you are just a pixel or two off, and you end up driving off the path. It is very hard to orient true east, or true north, or whichever cardinal direction you are trying to follow. The directional b...
- Mon May 19, 2014 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 24090
Re: Half Belt Splitter
... well, you've convinced me.
- Mon May 19, 2014 6:27 pm
- Forum: Ideas and Suggestions
- Topic: Car VS Trees
- Replies: 10
- Views: 4794
Re: Car VS Trees
Mostly, I would just like to see placed objects being more resistant to being destroyed by the car. I mean, those big steel electrical towers seem to topple over in a stiff wind. I've knocked over an electrical tower just because I got into my car, thought I was facing one direction, and ended up ac...
- Mon May 19, 2014 6:21 pm
- Forum: Ideas and Suggestions
- Topic: integrating the "alt-mode" into the default graphics
- Replies: 39
- Views: 10483
Re: integrating the "alt-mode" into the default graphics
Aha! I didn't try different belt speeds.
Learn something new every day.
Learn something new every day.
- Mon May 19, 2014 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Mobile Chests/Barrels & Loader
- Replies: 5
- Views: 3011
Re: Mobile Chests/Barrels & Loader
I have a feeling this would be extremely tricky to code.
I kind of like the idea of 'packaging' in any case. Moving items in bulk form would be nice. However that might be handled.
I kind of like the idea of 'packaging' in any case. Moving items in bulk form would be nice. However that might be handled.
- Mon May 19, 2014 6:13 pm
- Forum: Ideas and Suggestions
- Topic: integrating the "alt-mode" into the default graphics
- Replies: 39
- Views: 10483
Re: integrating the "alt-mode" into the default graphics
You can't have two belts on top of each other. I just tried. If you place down an entrance and an exit, and then attempt to place a new entrance between the first two, it will connect with the previously placed exit and the first entrance placed will be isolated. So unless I am mistaking what you me...
- Mon May 19, 2014 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 24090
Re: Half Belt Splitter
You're just a troll... ;) He's not a troll because he's not agreeing with you - calling him that is a very, very bad way of trying to resolve a debate. Instead of being hostile to 90% of new suggestions, people need to try to work a little harder on having an open mind - or at least stop picking fi...
- Sat May 17, 2014 2:17 pm
- Forum: Implemented Suggestions
- Topic: Showing turret range
- Replies: 16
- Views: 6838
Re: Showing turret range
Definitely. This is a no-brainer! In fact, it would be nice if it showed with Alt so you can see overlapping fields of fire.
- Sat May 17, 2014 2:04 pm
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 24090
Re: Half Belt Splitter
If your intent is to fully separate two lanes of a belt, the only way to do this without the potential to gum up the works is to use a loop and two smart inserters. That way anything that is missed will end up cycling around to be picked up again. Unfortunately, there isn't an easy way to transfer b...
- Sat May 17, 2014 1:25 am
- Forum: Ideas and Suggestions
- Topic: Telling inserters where to place items on transport belts
- Replies: 33
- Views: 22726
Re: Assign Near/Far on Inserter
Inserters will in fact stop putting items onto a belt if the far lane is full. They are so reluctant to place items on the near side of the belt that they will cease to function. So I'm not sure what your situation was. When picking up objects, they will prefer the near side of the belt, but will ta...
- Sat May 17, 2014 1:17 am
- Forum: Implemented Suggestions
- Topic: Self-feeding/self-fueling burner inserter
- Replies: 8
- Views: 19408
Self-Fueling Burner Inserter
Joined into this older thread -- ssilk ----- The problem with burner inserters is that there is absolutely no way to set them up in such a way that you don't need to manage their fuel. And then you reach electricity, and they go into the junk box. Something which would make them much more appealing ...
- Sat May 17, 2014 1:06 am
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool βΈ
- Replies: 50
- Views: 30201
Re: Get rid of Pickaxe tool
Agreed. It is a slightly pointless object which may only serve to confuse new players. They may spend a while trying to chop down a tree or dig up some ore, not realizing that they can build a pick, and come to the conclusion that the game is tedious. I would just make the basic iron pick the defaul...
- Sat May 17, 2014 1:00 am
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 24090
Re: Half Belt Splitter
There's two or three people who you will never be able to convince on this subject. Even though posts suggesting funnels and belt separators seem to get suggested on a regular basis, the same two or three people will make it seem like the entire community is against this idea. From what I can tell, ...
- Thu Apr 24, 2014 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Router
- Replies: 52
- Views: 20718
Re: Conveyor Belt Router
Again: This is not needed yet. I want more content instead of new types of belts, that just replace already existing solutions. Have you considered that maybe the suggestions forum is not just a place for you to post about what you want and don't want? This is a good, valid suggestion. A sensible s...
- Thu Apr 24, 2014 2:39 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Router
- Replies: 52
- Views: 20718
Re: Conveyor Belt Router
Assuming we would one day get a 1x1 lane splitter unit, all sorts of "funneling designs" will become no larger than 3x2 schematics. In other words, pretty compact. Even currently they are 4x4 (or 4x6 at most, if you use "large" version of lane-splitting trick), so they are compa...