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- Sun Oct 16, 2016 9:51 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
10) I hope boiler mk2 will be electric powered. It's strange that with everything that can be electricity-powered, only boilers sill are not. Since there is currently no application for boilers EXCEPT for heating up liquid to make electricity, an electricity-powered boiler would be roughly analogou...
- Sun Oct 16, 2016 9:38 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
As for removing turret creep: put "siege worms" in biter bases that have huge range and damage and will target structures. I don't think eliminating turret creep is the solution. The combat needs improvement in this game. More biters, more variety, more interesting biter bases. More tools...
- Sun Oct 16, 2016 9:32 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
The game took me 46 hours to finish. No Spoon achievement for you then :) The overall feeling was, that we shouldn't add much to the game content anymore or it will become too complex and big for the newcomers. So does this mean you aren't going to double the types of science packs any more ? Told ...
- Sat Oct 15, 2016 8:30 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
Isn't this game about automation? I would absolutely love the war to be automatable too, by creating robot armies that we can send to attack the enemy! It would really be useful for the PvP mode too. Setting a delay for turrets is a great idea to avoid turret creeping! But I also think that there s...
- Sat Oct 15, 2016 8:27 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
1) ...and I'm not really happy with rail planner tool (or current rail creation process). I do appreciate the notion, but still, I'd rather be able to craft and place curved rails myself too, especially that the tool mostly makes some strange rail loops that makes the process rather annoying. Agree...
- Sat Oct 15, 2016 8:16 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
It's nice that they've focused on the mechanics so much in this game and have removed a lot of tedium. But I think at least one person there should start focusing on the rest of the game. The game only has 2 biomes and they don't contain any different resources (only the trees look slightly differe...
- Sat Oct 15, 2016 8:08 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
Merging items based on remaining health is a bad idea. What happens when two high-tier items reach the merge state? In theory you could build two highest-tier buildings (nuclear power plants) damage each to under 50% HP, and then "lose" one of the two of them mysteriously due to item merg...
- Sat Oct 15, 2016 7:58 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
+we should be able to copy and paste from a factory to an inserter and it should set the filter to the same good as being produced by the factory I thought you could already do that, or maybe only to request container (which has same effect)? Every time I've tried it, it doesn't do anything. To req...
- Fri Oct 14, 2016 8:36 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 118316
Re: Friday Facts #160 - Playtesting
+trains should not be the only artilery options implemented. Implement RTS type command and control of army units and general search and destroy in radius around factory options (like mentioned in previous friday facts). +Item merging should be done by type and each item in the stack should still st...
- Fri Oct 14, 2016 6:59 pm
- Forum: Pending
- Topic: Biters don't attack with large bases
- Replies: 31
- Views: 9864
Re: Biters don't attack with large bases
I'm not sure what to do with this issue. The biters don't seem to be moving on the map at all and don't seem to be attacking if i'm not near them. Are you saying that you created a pure vanilla game with the same size base as mine, walk to one end and the biters on the other end are moving when unde...
- Fri Oct 14, 2016 6:55 pm
- Forum: Resolved Problems and Bugs
- Topic: 14.x blueprints are rotated randomly when picked up
- Replies: 8
- Views: 2055
Re: 14.x blueprints are rotated randomly when picked up
Thanks! Much appreciated.Oxyd wrote:I've implemented this as a minor feature for 0.15.
What solution did you decide on?
- Fri Oct 14, 2016 6:54 pm
- Forum: Resolved Problems and Bugs
- Topic: 14.x blueprints are rotated randomly when picked up
- Replies: 8
- Views: 2055
Re: 14.x blueprints are rotated randomly when picked up
Again, please completely remove this feature from blueprints or remember the rotation for each entity/blueprint individually. That's most likely never going to happen. You're upset about one particular instance of how the feature works but aren't seeing how it works every other time. Picture this s...
- Fri Oct 14, 2016 9:51 am
- Forum: Resolved Problems and Bugs
- Topic: 14.x blueprints are rotated randomly when picked up
- Replies: 8
- Views: 2055
Re: 14.x blueprints are rotated randomly when picked up
When picking up a blueprint from the toolbar, it's rotated a random multiple of 90 degrees. Sometimes when I pick up a blueprint to place it's rotation is the same as the previous time, but often it's just random. Not sure what influences this, placing buildings, deconstruction, etc. Solution: Eith...
- Thu Oct 13, 2016 7:58 pm
- Forum: Resolved Problems and Bugs
- Topic: 14.x blueprints are rotated randomly when picked up
- Replies: 8
- Views: 2055
14.x blueprints are rotated randomly when picked up
When picking up a blueprint from the toolbar, it's rotated a random multiple of 90 degrees. Sometimes when I pick up a blueprint to place it's rotation is the same as the previous time, but often it's just random. Not sure what influences this, placing buildings, deconstruction, etc. Solution: Eithe...
- Wed Oct 12, 2016 11:28 pm
- Forum: Pending
- Topic: Biters don't attack with large bases
- Replies: 31
- Views: 9864
Re: Biters don't attack with large bases
Hi Thanks for the update. So you can reproduce it with the mods then? Have you tried just with the power mod? I have seen you fix issues caused by mods before. Why is this any different? It happens with all stock buildings and units aside from the advanced electric for power. I don't see how this mo...
- Wed Oct 12, 2016 10:46 pm
- Forum: Pending
- Topic: Biters don't attack with large bases
- Replies: 31
- Views: 9864
Re: Biters don't attack with large bases
Any update? Is anyone working on this issue?
- Tue Oct 11, 2016 3:56 pm
- Forum: Pending
- Topic: Biters don't attack with large bases
- Replies: 31
- Views: 9864
Re: Biters don't attack with large bases
Any update on resolving this issue?
- Mon Oct 10, 2016 5:51 pm
- Forum: Pending
- Topic: Biters don't attack with large bases
- Replies: 31
- Views: 9864
Re: Biters don't attack with large bases
mods attached
- Mon Oct 10, 2016 2:13 pm
- Forum: Pending
- Topic: Biters don't attack with large bases
- Replies: 31
- Views: 9864
Re: Biters don't attack with large bases
Could the issue be related to not having any steam engines at all and using 100% green power? Are the biters only attacking power generation producing pollution? They used to attack all pollution producing sources. Just a thought.
- Mon Oct 10, 2016 2:05 pm
- Forum: Pending
- Topic: Biters don't attack with large bases
- Replies: 31
- Views: 9864
Re: Biters don't attack with large bases
So post the save, please. Not much we can do without the save. Save attached. If you look at the map (m key) the biters to the right and a little up of the player are moving around yet there is a point right above those moving that no biters are moving at all. Note which base isn't moving. now move...