Search found 158 matches
- Wed Jul 29, 2015 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Car steering aid
- Replies: 1
- Views: 1908
Car steering aid
First off, let me just say that I love the new concrete and brick paths. They really enhance my factory setup where I intentionally leave wide areas open for road construction, leading to all parts of the base. Since my bases have a tendency to get pretty huge, these roads are really nice. However, ...
- Wed Jul 29, 2015 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Change personal roboport priority inside logistic network
- Replies: 9
- Views: 4848
Re: Change personal roboport priority inside logistic network
A small roboport symbol at the bottom left near the Battery indicator which shows whether the personal roboports in the suit are switched on or off, along with a hotkey to trigger it (or just click on it).
Sounds good to me.
Sounds good to me.
- Tue Jul 28, 2015 11:12 am
- Forum: General discussion
- Topic: Come and guess: Stable version of the 0.12
- Replies: 51
- Views: 37072
Re: Come and guess: Stable version of the 0.12
Imma go with 0.12.6
It just sounds right in my mind
It just sounds right in my mind
- Tue Jul 28, 2015 11:01 am
- Forum: General discussion
- Topic: Let's discuss the new soundtrack
- Replies: 18
- Views: 23004
Re: Let's discuss the new soundtrack
While I do like the new tracks, I also loved the old ones. They really fit a highly active factory well, and I would like to see them return in some form. I made a suggestion about a Dynamic Music system that would play different tracks depending on your current whereabouts, which would address the ...
- Tue Jul 28, 2015 9:37 am
- Forum: Ideas and Suggestions
- Topic: Weather & Pollution's Effects on it
- Replies: 8
- Views: 16829
Re: Weather & Pollution's Effects on it
I like it, though just like ^ said there then needs to be more ways to control your pollution output. Right now all you can do is just go green with your energy production. Assemblers and drills still spew the stuff like crazy without any good way to combat it. A straightforward solution would be to...
- Mon Jul 27, 2015 2:41 pm
- Forum: Implemented Suggestions
- Topic: Dynamic Music
- Replies: 12
- Views: 18674
Re: Dynamic Music
Or, but this is very ambitious, one could have several versions of the same song, kind of like Defense Grid has, so that it could seamlessly switch between moods. (I've kind of been brooding over a procedural music generation idea- which would require god-tier programming skills, of course- precise...
- Mon Jul 27, 2015 11:55 am
- Forum: Implemented Suggestions
- Topic: Dynamic Music
- Replies: 12
- Views: 18674
Dynamic Music
Since the removal of (most of) the music from 0.11 I really feel the game has become more atmospheric, but at the same time more empty and hollow. The old music was more upbeat and really fit a highly active factory in full production, while the new stuff is great for the desolate landscape and smal...
- Sun Jul 26, 2015 9:01 am
- Forum: Minor issues
- Topic: [0.12.0] Music/sounds are stopped during autosave
- Replies: 2
- Views: 4138
Re: [0.12.0] Sounds and music interuptions
So that's why the game suddenly became so quiet.
I also really miss the removed music. Pretty much every old piece of it doesn't play for me anymore
https://www.youtube.com/watch?v=chRK_yyCNfs
I also really miss the removed music. Pretty much every old piece of it doesn't play for me anymore
https://www.youtube.com/watch?v=chRK_yyCNfs
- Thu Jul 02, 2015 2:45 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 11277
Re: Blueprint catalogue (instead of putting BPs in inventory)
+1 This idea is both awesome & logical, I support it fully. In the late game your inventory can easily get clogged with so much stuff. Having the blueprints take up so many vital slots is not helping. Sure, you can reset them, but the reason I keep mine around is so that I can call for building ...
- Sat Jun 27, 2015 9:50 am
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 52465
Re: Friday Facts #92 - Personal roboport
When it comes to automatically constructing remote mining bases, I mostly think along the lines of using the car as a mobile Roboport instead, along with it also acting as a Storage Chest. It would give me an actual reason to use it, or maybe a different vehicle would be more suitable for this task?...
- Sat Jun 20, 2015 9:33 pm
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 50792
Re: Friday Facts #91 - Being the evil guy
Well, I don't really mind waiting either for the whole deal to become available. I've been waiting for what feels like an eternity for the game to get out of .11, so what's another month or two compared to that?
- Sat Jun 20, 2015 9:04 am
- Forum: News
- Topic: Friday Facts #91 - Being the evil guy
- Replies: 82
- Views: 50792
Re: Friday Facts #91 - Being the evil guy
So, does this mean you'll wait until .13 before you launch the game on Steam? With a good chunk of the endgame content pushed to that version, I believe this would make the most sense.
And yeah... what DID happen to the tanker train cars?
And yeah... what DID happen to the tanker train cars?
- Fri May 29, 2015 7:22 pm
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 78290
Re: Friday Facts #88 - Combinators
Today's friday facts gave me a headache :/
- Mon May 18, 2015 4:37 pm
- Forum: News
- Topic: Friday Facts #86 - Trees
- Replies: 86
- Views: 56380
Re: Friday Facts #86 - Trees
I love all these suggestions. Sand, Aluminum and Uranium all have viable applications for both the current and future game. Uranium is an obvious choice for the underground drilling concept, and sand is readily available from any desert or beach (it would probably be good if the game intentionally g...
- Sat May 16, 2015 10:34 pm
- Forum: News
- Topic: Friday Facts #86 - Trees
- Replies: 86
- Views: 56380
Re: Friday Facts #86 - Trees
I'm thinking 2 or 3 more ores added into the game would be fine. To avoid clogging the overworld they could be part of the underground layer, and require specialized sensors & drills to detect and mine them.
- Sat Dec 13, 2014 10:59 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 69878
Re: Friday Facts #64 The plans
Spaceship building is cool. To be perfectly honest, I don't really see anything wrong with the becoming-a-rich-bastard ending, what with the whole exploitation of the alien world thing going on. I'd like the rocket building to be able to launch satellites as well. Of the rain-fiery-death-upon-those-...
- Fri Dec 12, 2014 8:54 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 69878
Re: Friday Facts #63 The plans
What about the other things you've mentioned in the roadmap for .12, like the oil tanker railcar and such. Is that still in the cards for .12 or will it take a backseat in favor of the expanded endgame?
- Wed Dec 03, 2014 5:09 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) ☸
- Replies: 59
- Views: 25313
Re: Trees should regenerate health
No matter how it is done, I just want those terrain feature healthbars gone. Perhaps the game could just not display them, and save that information for the mouseover information window?