Search found 52 matches
- Mon May 05, 2014 1:13 pm
- Forum: Mods
- Topic: [0.9.8] Electric Furnaces
- Replies: 15
- Views: 15170
Re: [0.9.8] Electric Stone Furnace
Can you add a electric furnace tier 2, that has 2 input slots and two output slots for the same product? that way the investment towards electric furnaces later on is more rewarding, also a efficient version(it woul be a normal electric furnace except that it requires a lot more resources, and it's ...
- Mon May 05, 2014 1:00 pm
- Forum: Implemented Suggestions
- Topic: Pollution added to the production overview
- Replies: 1
- Views: 1711
Pollution added to the production overview
Hello everyone, so i've just had an idea that could ease our lives, when we're trying to find out what machines are producing the most pollution in your base, well, technically if you see that the power demand of certain machines is very high you can accurately deduce that said machine is likely to ...
- Mon May 05, 2014 12:44 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
- Replies: 33
- Views: 28467
Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0
Yes I thought about water as an ingredient, but I then decide not to do it, because in the end water is for free (apart from the initial building-costs for pump and pipe) so compared to the actual implementation the only difference is that the player have to place another (maybe annoying) pipe thro...
- Mon May 05, 2014 12:39 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
- Replies: 33
- Views: 28467
Re: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
Awesome mod now i can really get rid of pollution completely once i hook-up some accumulators and solar panels and some of these around.
- Mon May 05, 2014 12:37 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114687
Re: [MOD 0.9.x] TimeButtons v0.0.8
Thanks for the mod, it should've been in the game since release in my opinion, often times i found myself just wanting to speed-up the game, and now i don't need cheat engine to speed it up anymore
- Mon May 05, 2014 12:35 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 141659
Re: [0.9.x] endless resources
Thanks for the mod, its really good to hook-up some high efficiency mining drills to an "empty" vein so you don't overproduce pollution and still able to mine that very tiny bit of ore.
- Sun May 04, 2014 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Router
- Replies: 52
- Views: 18324
Re: Conveyor Belt Router
I support this idea, and add:
the router will be a 1x1 space that will be customizable so that you could select select if all items are filtered to the left or all to right, But i don't support the idea of such device to be so power consuming, it's basically a hopper when you think about it
the router will be a 1x1 space that will be customizable so that you could select select if all items are filtered to the left or all to right, But i don't support the idea of such device to be so power consuming, it's basically a hopper when you think about it
- Sun May 04, 2014 5:31 pm
- Forum: Ideas and Suggestions
- Topic: Audio warning when enemies attack
- Replies: 8
- Views: 4999
Re: Audio warning when enemies attack
I agree with the idea of a asound warning when you get the attack, just the icon is kinda subtle, you can easily miss it. Perhaps a red warning or notification window that when you click to see the map on the position of the event it will take your minimap there
- Sun May 04, 2014 5:29 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330843
Re: [MOD 0.9.8] Treefarm v1.0.1
If you use the option to limit which inventory slots a machine can interact on the field GUI, it will void your wood. Also any ideas how to automatically produce and supply germlings to fields? everytime i try , using an assembly machine making germlings, two inserters, one taking wood from the out...
- Sun May 04, 2014 1:47 am
- Forum: Ideas and Suggestions
- Topic: Car VS Trees
- Replies: 10
- Views: 4206
Re: Car VS Trees
I think it's perfectly fine that the car isn't viable to drive in thick forests. It makes sense when you think about it. And most of all, it makes space for a wider variety of personal vehicles. Quad-hexapedal machines that can pass through trees like ghosts (abstracted, to simulate as if they knew...
- Sat May 03, 2014 7:26 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330843
Re: [MOD 0.9.8] Treefarm v1.0.1
If you use the option to limit which inventory slots a machine can interact on the field GUI, it will void your wood. Also any ideas how to automatically produce and supply germlings to fields? everytime i try , using an assembly machine making germlings, two inserters, one taking wood from the outp...
- Sat May 03, 2014 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Car VS Trees
- Replies: 10
- Views: 4206
Car VS Trees
Hi, so i've recently bought the game and yesterday spent the whole day playing, been through two levels, the concept is amazing. But i'm here to suggest something, the whole idea behind the Car works, but one thing that's really annoying me is the damage the car suffers from trees, i mean it makes s...