Search found 205 matches

by Tinyboss
Tue Jan 06, 2015 5:57 pm
Forum: Off topic
Topic: The longest industrial ropeway
Replies: 4
Views: 10841

Re: The longest industrial ropeway

That's really cool, thanks for posting it!
by Tinyboss
Mon Jan 05, 2015 4:46 pm
Forum: Off topic
Topic: What's your 2nd favourite game?
Replies: 26
Views: 19121

Re: What's your 2nd favourite game?

Based on hours played it's X3:Albion Prelude, by a very wide margin. I've never played another game that took me from piloting a single crappy ship to commanding fleets of thousands, while feeling interesting and meaningful at every step in between. But absolutely, positively, DO NOT get X:Rebirth. ...
by Tinyboss
Mon Jan 05, 2015 2:11 am
Forum: Ideas and Suggestions
Topic: Not Completely Flat Terrain
Replies: 4
Views: 2703

Re: Not Completely Flat Terrain

Unless there is an actual third dimension, with belts crossing one another etcetera, then I don't see how adding elevation really changes anything. How do you envision the game being different once this is added? Are the differences interesting, or just tedious?
by Tinyboss
Wed Dec 17, 2014 4:12 pm
Forum: Ideas and Suggestions
Topic: More user friendly building placement
Replies: 2
Views: 968

Re: More user friendly building placement

I can see that being frustrating when that one step puts you onto a transport belt. Or a railroad track. Or within aggro range of a nest.

A better solution might be a visible build radius when a buildable object is in hand.
by Tinyboss
Wed Dec 17, 2014 4:09 pm
Forum: Mods
Topic: [MOD 0.11.6][WIP] Fluid handling expansion
Replies: 8
Views: 16398

Re: [MOD 0.11.6][WIP] Fluid handling expansion

This looks really great!
by Tinyboss
Tue Dec 16, 2014 4:07 pm
Forum: General discussion
Topic: Modpacks - doing it right
Replies: 40
Views: 15338

Re: Modpacks - doing it right

Also fully read what i post. If you have facts, please post them and correct me. Before someone actually copypastes written rules of this topic, i say what i think is right. These are just my opinions. Next time you try to read between the lines of someones post and start quoting something out of c...
by Tinyboss
Tue Dec 16, 2014 3:18 pm
Forum: Ideas and Suggestions
Topic: Player shouldn't block building placement.
Replies: 5
Views: 2113

Re: Player shouldn't block building placement.

I don't know about regular building placement, but most definitely the player should not block blueprint placement.
by Tinyboss
Tue Dec 16, 2014 2:51 pm
Forum: General discussion
Topic: Modpacks - doing it right
Replies: 40
Views: 15338

Re: Modpacks - doing it right

Just by publishing a mod in here you are giving it free to the players to use it as they wish. It is only a good policy to give credit for the original mod creator and nothing more. If someone does not do it, it is not against any kind of rules or rights. this is how it is he does not need to ask f...
by Tinyboss
Tue Dec 16, 2014 12:46 pm
Forum: General discussion
Topic: Modpacks - doing it right
Replies: 40
Views: 15338

Re: Modpacks - doing it right

I think the official rule for distributing mod packs (on this forum) should be that explicit permission of mod authors is required--either because they explicitly allowed it in their license, or because they were asked for and gave permission. The onus should be on the person compiling the mod pack ...
by Tinyboss
Mon Dec 15, 2014 1:36 pm
Forum: Gameplay Help
Topic: Chemplant Confusion
Replies: 8
Views: 3983

Re: Chemplant Confusion

I know this isn't on par with your question. It's more of a side note... You really only need 1 plastics plant. I never found a reason to have more than one. Only need one plastics plant for what? I've seen people on here discussing "One missile defense every X minutes" factories, and I'm...
by Tinyboss
Mon Dec 15, 2014 2:03 am
Forum: Implemented Suggestions
Topic: Force-place Incomplete Blueprints
Replies: 31
Views: 20825

Re: Force-place Incomplete Blueprints

I strongly support this. In fact, it's the way I'd expect it to work even without shift/control clicking. I was a bit surprised by the all-or-nothing current behavior.
by Tinyboss
Sun Dec 14, 2014 4:40 pm
Forum: General discussion
Topic: factorio keychain
Replies: 6
Views: 3155

Re: factorio keychain

Nice! Also, I think an inserter keychain would be pretty sweet.
by Tinyboss
Thu Dec 11, 2014 6:38 pm
Forum: Ideas and Suggestions
Topic: Non-instant multi-stage (de-)construction (and more)
Replies: 6
Views: 2614

Re: Non-instant multi-stage (de-)construction (and more)

To the OP, what does this suggestion add to the game? Is it just some time-sink that I have to go through every time before I can build in an area, or does it open up new options and interesting choices? I think complexity should be actively avoided when it doesn't meet that test.
by Tinyboss
Sat Dec 06, 2014 2:59 pm
Forum: General discussion
Topic: Another lighting form?
Replies: 6
Views: 2591

Re: Another lighting form?

Lighted electric poles, now THAT's a great idea.
by Tinyboss
Fri Dec 05, 2014 4:29 pm
Forum: Ideas and Suggestions
Topic: trash bins
Replies: 11
Views: 6045

Re: trash bins

It's one of the most common suggestions, so I hope we'll get it someday. Along with that, I think it'd be cool if some recipes produced waste products that have to be disposed of, too.
by Tinyboss
Fri Dec 05, 2014 4:21 pm
Forum: Ideas and Suggestions
Topic: Oil Refinery RANT
Replies: 10
Views: 16540

Re: Oil Refinery RANT

Every other producer in the game stops producing when the products back up. Why should the refinery be any different? Stuff has to go somewhere. On a more helpful note, you could plan ahead with a few storage tanks for light and heavy oil. Advanced Oil Processing will make everything easier by letti...
by Tinyboss
Fri Dec 05, 2014 2:59 pm
Forum: Spread the Word
Topic: Vote for Factorio!!
Replies: 11
Views: 26167

Re: Vote for Factorio!!

Schorty wrote:That vote button on indiedb didn't work for me... Some database errors. May aswell try it later
Oops, I guess I clicked it too hard!
by Tinyboss
Fri Dec 05, 2014 2:57 pm
Forum: Show your Creations
Topic: if your pro you should know
Replies: 3
Views: 5407

Re: if your pro you should know

...that there is already a Tips and Tricks thread.

;-)
by Tinyboss
Fri Dec 05, 2014 12:34 pm
Forum: Implemented mod requests
Topic: Extend 'operable' property
Replies: 2
Views: 3693

Re: Extend 'operable' property

Trains. A lot of people would like inserters to be unable to take fuel out of trains, both for consistency and for more flexibility in station design, but some people seem opposed to that. I think those in opposition think that the current behavior is consistent, and that it provides flexibility in...
by Tinyboss
Thu Dec 04, 2014 10:51 pm
Forum: Spread the Word
Topic: Vote for Factorio!!
Replies: 11
Views: 26167

Re: Vote for Factorio!!

I clicked that "vote" button so hard.

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