Search found 87 matches
- 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...
- 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.
Last one my not be a bug but oh well.
- 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 ...
- 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)
- 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
- 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)
Thread REVIVED!darius456 wrote:BoooooooooooooooooooooooooooDeathmage wrote:This toooooooown is looking like a ghost town
When something is working why post?
Spam post.
- 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.
- 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...
- 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
- 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.
'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.
- 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.
- 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.
- 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.
- 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.
- 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...
- 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.
- 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
- 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
Yea and they also attract lasersdrs9999 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.
- 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...
- 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)
see above (not quoting for obvious reasons)