I agree. Quite.Dylems wrote:that was weird...
Search found 122 matches
- Thu Mar 07, 2013 3:40 pm
- Forum: Off topic
- Topic: Why Not?(warning,click at own risk)
- Replies: 15
- Views: 19669
Re: Why Not?(warning,click at own risk)
- Thu Mar 07, 2013 3:32 pm
- Forum: Releases
- Topic: Next steps
- Replies: 20
- Views: 44209
Re: Next steps
Many thanks for the update.
Good to hear that the paypal issue has been resolved!
Good to hear that the paypal issue has been resolved!
- Tue Mar 05, 2013 3:16 pm
- Forum: Ideas and Suggestions
- Topic: [idea] Mini assembler
- Replies: 20
- Views: 19622
Re: [idea] Mini assembler
I like that idea! Could be very handy.
- Tue Mar 05, 2013 3:13 pm
- Forum: Resolved Problems and Bugs
- Topic: Save on Death
- Replies: 6
- Views: 4845
Re: Save on Death
That'd be perfect!kovarex wrote:The reason is replay indeed.
I guess that the best solution is to have Load button there and rename the "Save" button to "Save replay" button.
- Tue Mar 05, 2013 3:12 pm
- Forum: Implemented Suggestions
- Topic: Research progress lost without warning when changing project
- Replies: 12
- Views: 20705
Re: Research progress lost without warning when changing pro
Indeed, many science packs have died because of this...
Let's share a moment of silence...
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Ok, let's make new ones!
Let's share a moment of silence...
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Ok, let's make new ones!
- Tue Mar 05, 2013 3:05 pm
- Forum: General discussion
- Topic: Exact assembly times
- Replies: 6
- Views: 11132
Re: Exact assembly times
Crafting speed is 2.25 and 3.75 according to in-game tooltip.
Most likely a simple speed multiplier?
Most likely a simple speed multiplier?
- Mon Mar 04, 2013 8:39 pm
- Forum: Balancing
- Topic: Assembling machine recipes
- Replies: 5
- Views: 10503
Re: Assembling machine recipes
That makes sense. I approve!Dakkanor wrote:think of it like the advanced assembler has to make the chassis, main gears AND circuitry. while for the other stages all that is required is to upgrade the gears or circuitry.
- Mon Mar 04, 2013 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: Save on Death
- Replies: 6
- Views: 4845
Re: Save on Death
I've been puzzled by that too.
- Mon Mar 04, 2013 8:35 pm
- Forum: Implemented Suggestions
- Topic: Idea Some advanced transport belt
- Replies: 17
- Views: 21158
Re: Idea Some advanced transport belt
Considering the devs seem to have fixed the unreliability regarding that, yes! And I love it.MF- wrote:Left and right blocks are already in.. If you agree that that underground belt trickery is a feature
- Mon Mar 04, 2013 8:20 pm
- Forum: Not a bug
- Topic: Pump v.s. underground belt collision oddity.
- Replies: 3
- Views: 3675
Re: Pump v.s. underground belt collision oddity.
Interesting!
Seems like the hitbox of the pump is a bit stretched out.
Seems like the hitbox of the pump is a bit stretched out.
- Mon Mar 04, 2013 8:15 pm
- Forum: Not a bug
- Topic: Items teleport through splitter
- Replies: 0
- Views: 3971
Items teleport through splitter
When items enter the splitter they instantly pop out the other end.
Stacking a bunch of splitters after each other makes the items travel faster than on an express belt!
Stacking a bunch of splitters after each other makes the items travel faster than on an express belt!
Re: Music
But nothing is more beautiful than this one: http://www.youtube.com/watch?v=NeyiQ7HOMmw
- Mon Mar 04, 2013 5:06 pm
- Forum: Balancing
- Topic: too much iron for express belts
- Replies: 11
- Views: 19164
Re: too much iron for express belts
They should be expensive, they are the fastest!
- Sun Mar 03, 2013 11:17 am
- Forum: Ideas and Suggestions
- Topic: Separation of poles and power wires
- Replies: 16
- Views: 18658
Re: Separation of poles and power wires
Alternative proposal - no toggles necessary: Posts would look up the nearby posts (as usual) and autoconnect the wire colors that are present on that post. (If I build a post next to one that has Power and Green, the new post would connect using Power and Green wiring from my inventory) That would ...
- Sun Mar 03, 2013 11:09 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.2.10] can't "mine" turrets or labs
- Replies: 7
- Views: 6110
Re: can't "mine" turrets or labs
Sorry for that, we made mistake by making release at 3 am with too many features finished the same day as well as solving payapal issues. There were several easy to fix bugs we just didn't have time to solve. I believe that we already fixed those bugs, but we will do some testing tomorrow and proba...
- Sun Mar 03, 2013 11:05 am
- Forum: General discussion
- Topic: To the Team
- Replies: 10
- Views: 11974
Re: To the Team
Very true indeed!Darthlawsuit wrote:Game developers who listen to their customers get very large and loyal fanbases. Game developers who don't listen to their fans become part of EA games.
- Sun Mar 03, 2013 11:03 am
- Forum: General discussion
- Topic: Conveyor Belts + Electricity
- Replies: 4
- Views: 6164
Re: Conveyor Belts + Electricity
Built in solar panels that only provide enough power to run itself. They are able to store just enough energy to make it through the night. Nice try, doesn't explain why they start working at night when you place them at night :D Let's say they use thermal energy from the ground, then. 8-) Actually...
- Sun Mar 03, 2013 10:57 am
- Forum: Show your Creations
- Topic: Logic Gates 1 (Without Combinators!)
- Replies: 4
- Views: 24058
Re: Logic Gates
Couldn't agree more! Soon we'll be playing factorio inside factorio!Mark wrote:Great designs! I like where this is going
- Sat Mar 02, 2013 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 14057
Re: Teleporters
what about a maintenance pad that repairs and refuels the logistics robots, but at the price of requiring Metal + Fuel cans + Electricity, this pad could also be where the robots go when no in use, this could also go further so that each pad allows +10 robots or +5 ect, actually +5 is better. for t...
- Sat Mar 02, 2013 12:20 pm
- Forum: Ideas and Suggestions
- Topic: Separation of poles and power wires
- Replies: 16
- Views: 18658
Re: Separation of poles and power wires
It's a good idea! But having the option is always nice. Like this: •Placing a pole using right-click will take a copper wire from the inventory as usual and connect it. •Placing a pole using shift+right-click will place only the pole and no copper wire is taken frem the inventory. •Selecting the cop...