Search found 37 matches
- Sat Mar 02, 2013 9:15 pm
- Forum: Implemented Suggestions
- Topic: bigger power poles
- Replies: 13
- Views: 14913
Re: bigger power poles
Industrial power-lines would be a good addition.
- Sat Mar 02, 2013 9:15 pm
- Forum: Implemented Suggestions
- Topic: Furnance off grid.
- Replies: 21
- Views: 17610
Re: Furnance off grid.
Being limited to one inserter per edge would be a close to a show-stopper like the inability to make steel. That's a good point I hadn't considered. Personally, I only use one Inserter per edge, but I can see how some might want to use two. Edit: You're right. Multiple Inserters for furnaces are mu...
- Sat Mar 02, 2013 7:59 pm
- Forum: Implemented Suggestions
- Topic: Locomotive headlight
- Replies: 2
- Views: 4580
Re: Locomotive headlight
It's a small thing, but I agree. The locomotive headlight could even be brighter than the flashlight.
- Sat Mar 02, 2013 7:58 pm
- Forum: Implemented Suggestions
- Topic: Furnance off grid.
- Replies: 21
- Views: 17610
Re: Furnance off grid.
How about you simply make them the same size as the graphic?
- Sat Mar 02, 2013 7:48 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 213105
Re: Electric energy
Lightning rod harvesters! They can protect you from passing storms AND give your accumulators a quick boost. No, that's stupid lol. Just because it's ... wait, you're from the ICΒ² forum ? ^^ I that agree you wouldn't want that much raw power dumped into the grid. But Nikola Tesla believed electrici...
- Sat Mar 02, 2013 6:43 am
- Forum: Outdated/Not implemented
- Topic: Inserter Limit?
- Replies: 11
- Views: 18867
Re: Inserter Limit?
I like the idea of a check-box that says "Insert Until Full" with a Boolean toggle.
Personally, I find it annoying that it only takes a few items at a time, but it's not a really big deal.
Personally, I find it annoying that it only takes a few items at a time, but it's not a really big deal.
- Sat Mar 02, 2013 2:43 am
- Forum: Development Proposals
- Topic: [Polls Closed] Creepers in the demo
- Replies: 34
- Views: 48732
Re: [Polls] Creepers in the demo
Keep the Creepers and add more types of aliens. With sufficient defenses, the Creepers are too easy.
- Sat Mar 02, 2013 2:40 am
- Forum: Ideas and Suggestions
- Topic: Fishery
- Replies: 7
- Views: 6947
Re: Fishery
Fish give you health? Awesome!
In that case I definitely think we should be able to farm fish.
In that case I definitely think we should be able to farm fish.
- Sat Mar 02, 2013 2:39 am
- Forum: Ideas and Suggestions
- Topic: Separation of poles and power wires
- Replies: 16
- Views: 18640
Re: Separation of poles and power wires
I'm not sure I see what is gained with this idea. Why would you ever want a pole without a wire connected to it?
- Fri Mar 01, 2013 6:14 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 213105
Re: Electric energy
Don't forget about alien power source technology! Alien bases should be able to expand into "factories" like the players.
Then maybe the player could steal the alien technology when they drop their alien science packs.
Then maybe the player could steal the alien technology when they drop their alien science packs.
- Fri Mar 01, 2013 6:13 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 100000
Re: Fight
I like combat in the game as it is now and think these combat expansions sound great (player modifications and upgrades). It has a man vs nature type survival element that I find appealing. And it will be interesting when man makes robotic helpers to fight with him and the enemy builds up a base wit...
- Fri Mar 01, 2013 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Alien science pack
- Replies: 6
- Views: 4336
Re: Alien science pack
If aliens drop "alien science packs" (not normal science packs) that could be a way to unlock a special alien tech-tree.
Also, I think aliens randomly dropping alien science packs (1-10 chance) would be better than a leveling system.
Also, I think aliens randomly dropping alien science packs (1-10 chance) would be better than a leveling system.
- Fri Mar 01, 2013 7:03 am
- Forum: Outdated/Not implemented
- Topic: [Idea] Train cars, armored vehicles, nuclear power, and more
- Replies: 7
- Views: 16774
Re: [Idea] Train cars, armored vehicles, nuclear power, and
Nuclear power. Yes... I want that. In fact, I like all of these ideas.
- Fri Mar 01, 2013 7:02 am
- Forum: Ideas and Suggestions
- Topic: Factories with built-in conveyor belts
- Replies: 6
- Views: 8672
Re: Factories with built-in conveyor belts
I prefer to dictate where things enter and exit my factories. Usually it's a pretty hectic setup.
- Fri Mar 01, 2013 6:57 am
- Forum: Frequently Suggested / Link Collections
- Topic: Events (Environmental Disasters and Weather) / Biome-Types
- Replies: 3
- Views: 11395
Re: [idea] Environmental disasters
I was just about to make a post about weather and using weather balloons and weather control machines. Man vs Nature is a big part of the survival genre.
- Fri Mar 01, 2013 6:51 am
- Forum: Development Proposals
- Topic: Role playing direction
- Replies: 105
- Views: 99761
Re: Role playing direction
This game is versatile! :) I'd really like classes, more tools and areas to explore--such as underground areas. But how do you plan on adding in player leveling? I thought I read in another thread that abilities were going to be modified via armor slots that you could add upgrades to. This seems lik...
- Fri Mar 01, 2013 6:44 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 127439
Re: Hidden ores
Later in the game (advanced technologies would be needed for this), the player could start with underground mining, this would have 2 phases. Searching for resources Underground resources wouldn't be so easy to spot, the player would have to do special drills to scan the nearby underground, when he...