Search found 87 matches

by Deathmage
Tue Apr 29, 2014 5:55 pm
Forum: Ideas and Suggestions
Topic: Remove requester chests
Replies: 14
Views: 4593

Re: Remove requester chests

I think the launching speed should be nerfed, they get released all too quickly. If they where released slower, should you have an execs of orders coming in they would take a wile to all go and sort it. I think the other elements with them are fine. Another suggestion would be that they cannot be to...
by Deathmage
Sun Apr 27, 2014 2:12 pm
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 94188

Re: Bug Reports

IN the Tree field thing MK2 trees that grow on the edges of the field are not harvested. Also the ashery consumption is tiny, but the problem is if you need tiny amounts of power over what you produce, it slows down to 50% or lower because its low power usage.
Last one my not be a bug but oh well.
by Deathmage
Sun Apr 27, 2014 1:58 pm
Forum: Mods
Topic: [MOD 0.10.x] Telelogistics v0.2.4
Replies: 91
Views: 52577

Re: [MOD 0.9.x] Telelogistics v0.1.0

I'd say 16MW is fair, although im mid-late game and my solars out put that in day. However if you have a massive factory they might be useful. :shock: Secondly I'd say make it raise ever block something mathsy I dont know how to make a total raise in a curve. But making it raise the further you get ...
by Deathmage
Sun Apr 27, 2014 1:36 pm
Forum: General discussion
Topic: What happens if you drink a science pack?
Replies: 7
Views: 3584

Re: What happens if you drink a science pack?

The old blue packs, FIRE ROCKETS (out of arse)
by Deathmage
Thu Apr 24, 2014 3:51 pm
Forum: General discussion
Topic: Change the name
Replies: 6
Views: 3185

Re: Change the name

Learning curve? Try playing dwarf fortress with out guides or custom tiles sets :)
by Deathmage
Sat Apr 19, 2014 10:10 am
Forum: Mods
Topic: [MOD 0.9.8] Brass mod (v 0.9.3)
Replies: 19
Views: 13396

Re: [MOD 0.9.0] Brass mod (v 0.6.1)

darius456 wrote:
Deathmage wrote:This toooooooown is looking like a ghost town :)
Booooooooooooooooooooooooooo
When something is working why post?
Spam post. 8-)
Thread REVIVED!
by Deathmage
Sat Apr 19, 2014 10:07 am
Forum: Mods
Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
Replies: 69
Views: 33002

Re: [0.9.x] Reygan's Assembly Mod

Reygan I'm trying to get people to leave you alone.
by Deathmage
Fri Apr 18, 2014 8:10 pm
Forum: Mods
Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
Replies: 69
Views: 33002

Re: [0.9.x] Reygan's Assembly Mod

Reygan, congratulation on starting a flame war... Seriously thoe, you are in the wrong, fix it, learn from your mistakes Don't make it worse by justifying what you did. If you fix it this may become and actual mod. Get permission and work from there. How ever from his point of view, he made a mistak...
by Deathmage
Sun Apr 06, 2014 5:05 pm
Forum: Mods
Topic: [MODS 0.10.x] Various Mods by FreeER
Replies: 60
Views: 32360

Re: [MODS 0.8.x] Various Mods by FreeER

FreeEr quit alot is broken I think, I had to fix usage priority on mind control and as I said cant find the recipe bug. But they could be the only bugs :3
by Deathmage
Sun Apr 06, 2014 4:05 pm
Forum: Mods
Topic: [MODS 0.10.x] Various Mods by FreeER
Replies: 60
Views: 32360

Re: [MODS 0.8.x] Various Mods by FreeER

ya going to update this? I tried but the
'Error in assignID, 'crude-oil' was not recognised id of item'
Couldn't find it. Know it needs to be 'fluid = amount = type = ' but couldn't find any recipe with crude oil in.
by Deathmage
Fri Apr 04, 2014 4:00 pm
Forum: Releases
Topic: Version 0.9.7
Replies: 11
Views: 24943

Re: Version 0.9.7

Too much shading, in my opinion. Do like the liquids thoe. And also the new Transport belts, not great :( . Keep trying I know your struggling to find a good graphics style.
by Deathmage
Fri Apr 04, 2014 3:49 pm
Forum: Ideas and Suggestions
Topic: Two-directional Conveyer Belts
Replies: 21
Views: 5973

Re: Conveyer Belts

Or you could just have it so that ore is on the belt (side closest to the furnace) and have it taken out and put on the same belt, then taken off with smart inserters. New feature not needed.
by Deathmage
Wed Apr 02, 2014 1:11 pm
Forum: Ideas and Suggestions
Topic: Galactic Market
Replies: 13
Views: 5532

Re: Galactic Market

A good idea, would need more end game materials to make it worth it.
by Deathmage
Fri Mar 28, 2014 9:17 pm
Forum: Releases
Topic: Version 0.9.6
Replies: 22
Views: 25003

Re: Version 0.9.6

In my personal opinion the belts have too much of a blueish hue.
by Deathmage
Fri Mar 28, 2014 8:53 pm
Forum: Off topic
Topic: Why Not?(warning,click at own risk)
Replies: 15
Views: 19685

Re: Why Not?(warning,click at own risk)

And on the day of 28/03/2014 the collection of odd videos mutated and became self aware, it renamed itself skynet...
by Deathmage
Fri Mar 28, 2014 4:09 pm
Forum: Ideas and Suggestions
Topic: Tactical Biters
Replies: 12
Views: 4579

Re: Tactical Biters

Yea all these points are true, but all i can say is although biters are brute-force they don't come enough to make them a great risk. As soon as you have robo-ports and turrets the biters will always fail to get through. But if they came more often in bigger gropes they would be a larger problem.
by Deathmage
Fri Mar 28, 2014 4:02 pm
Forum: Show your Creations
Topic: Fast Discharge Ore Factory
Replies: 15
Views: 16681

Re: Fast Discharge Ore Factory

Storage chests and simply use so much iron/copper that you never have it buffering onto the belt
by Deathmage
Thu Mar 27, 2014 3:25 pm
Forum: General discussion
Topic: The reason I won't be the President
Replies: 10
Views: 4476

Re: The reason I won't be the President

drs9999 wrote:
Huh? If you did it properly, they cannot await to visit your beatiful creations. But they are a bit clumsy and might break something. ;)
Yea and they also attract lasers :)
by Deathmage
Wed Mar 26, 2014 8:49 pm
Forum: Ideas and Suggestions
Topic: Tactical Biters
Replies: 12
Views: 4579

Re: Tactical Biters

I REALLY like the idea. I think it would add a lot to gameplay!! :) MAYBE tell you anyways if the turrets are firing and items getting destroyed, but if no radar => don't show in the map WHERE it is happening :) similar to what I was thinking but before radar you can see all your factory, but the n...
by Deathmage
Wed Mar 26, 2014 8:46 pm
Forum: Ideas and Suggestions
Topic: Chest-on-a-belt
Replies: 24
Views: 15103

Re: Chest-on-a-belt

TL:DR :)
see above (not quoting for obvious reasons)

Go to advanced search