Search found 519 matches

by BurnHard
Thu Nov 07, 2013 9:11 pm
Forum: Ideas and Suggestions
Topic: More researches at once
Replies: 18
Views: 7308

Re: More researches at once

but which research needs 30 minutes? with maybe 6 to 10 labs and sufficient science packs every reseach is a matter of 1-2 minutes, isnt it?
by BurnHard
Thu Nov 07, 2013 7:52 pm
Forum: Ideas and Suggestions
Topic: More researches at once
Replies: 18
Views: 7308

Re: More researches at once

Hmm. What would be the real advantages?

There are no limitations at the moment how fast you can research, only the limited supply of research packets. If you produce too much of them, just build more labs.
by BurnHard
Thu Oct 31, 2013 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.5] Can't play supply scenario
Replies: 6
Views: 2243

Re: [0.7.5] Can't play supply scenario

Well it's still an alpha... But seeing forward to your next major release!
by BurnHard
Thu Oct 31, 2013 2:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.7.5] Can't play supply scenario
Replies: 6
Views: 2243

Re: [0.7.5] Can't play supply scenario

Thank's a lot.
by BurnHard
Thu Oct 31, 2013 10:40 am
Forum: Resolved Problems and Bugs
Topic: [0.7.5] Can't play supply scenario
Replies: 6
Views: 2243

[0.7.5] Can't play supply scenario

After the mission instructions (pressing tab) the scenario quits with an error message
by BurnHard
Wed Oct 30, 2013 9:54 pm
Forum: Ideas and Suggestions
Topic: Electricity for logistic robots and transport belts
Replies: 11
Views: 6024

Re: Electricity for logistic robots and transport belts

Well with early available wind generators you could possibly remove burner inserters and burner drills completely from the game
by BurnHard
Wed Oct 30, 2013 7:15 pm
Forum: Ideas and Suggestions
Topic: Electricity for logistic robots and transport belts
Replies: 11
Views: 6024

Re: Electricity for logistic robots and transport belts

all right, I was just wondering of the inconsequence why some devices need to by powered and some not. This is not logically explaned ingame. As I understand the main problem is how to get the first water pump started, how to get the first steam engine to work... What do you think of implementing sm...
by BurnHard
Wed Oct 30, 2013 2:35 pm
Forum: Ideas and Suggestions
Topic: Electricity for logistic robots and transport belts
Replies: 11
Views: 6024

Electricity for logistic robots and transport belts

Hello everyone, since generators and electricity are available so early in the game (you can build you first steam engines easily without an automated producion of iron, etc), why do conveyor belts not need any kind of power supply? Of course you would not need to connect every tile of the belt with...
by BurnHard
Tue Oct 29, 2013 2:58 pm
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22910

Re: Speed of transport belt turns

@BurnHard: Yes, they can do this. No I don't want that in general, because I want a realistic game and that means, that some details work different than expected by the most players. As realistic as Laserturrets in a personal modular armor? ;) Or simply dropping coal and ore in a furnace and you ca...
by BurnHard
Tue Oct 29, 2013 12:24 pm
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22910

Re: Speed of transport belt turns

Beside all that theoretical things ;) : In the end it's just the question what's best game balance wise. Do the devs want to force the player to build only straight belts to maintail full density on the belt after the turn; and do they want to the player to develop workarounds for this "problem...
by BurnHard
Tue Oct 29, 2013 10:35 am
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22910

Re: Speed of transport belt turns

Thanks for you replys :) Do you know the "Grand National"-Ride at the pleasure beach resort? 8-) There are two rollercoaster lanes beside each other, think of the two lanes on an transport belt. Both trains do have the same speed when taking a corner, the waggons on the inner lane of the t...
by BurnHard
Mon Oct 28, 2013 10:59 pm
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22910

Re: Speed of transport belt turns

You drive behind a car, let's say you are very near, 10 meters with 50 km/h. Then comes a turn. Your frontman brakes and you need to brake too, distance is now only 1 meter. Because you have to brake much earlier, than your frontman (because his car has a length) and because of the short distance y...
by BurnHard
Mon Oct 28, 2013 10:51 pm
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22910

Re: Speed of transport belt turns

They also often don't used powered conveyors in turns, instead relying on gravity, inertia, or semi-specialized machinery. (The beer bottling rig that rinses/fills bottles as they round a corner comes to mind) Something like this :) http://www.grasshoff.de/imagecache/800x600_/i_musterloesungen_roll...
by BurnHard
Mon Oct 28, 2013 10:12 pm
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22910

Re: Speed of transport belt turns

Well even if the density on the outside IS lower while in the turn, I can't see any reason why the density AFTER the turn can't be the same as before. At the moment, the game rather seems to throttle the throughput down artificially. Yes, it is dense on the inner way, so lesser items per time per di...
by BurnHard
Mon Oct 28, 2013 9:17 pm
Forum: Implemented Suggestions
Topic: Speed of transport belt turns
Replies: 22
Views: 22910

Speed of transport belt turns

Hello everyone, the behavior of the speed of the transport belt turns seems very illogical to me. I don't understand why I am forced to use the faster version of the belt at the turns not to loosen up my items on the belt. It is really, really annoying to build faster belts in each corner or turn. F...
by BurnHard
Mon Oct 21, 2013 9:13 pm
Forum: Releases
Topic: Version 0.7.3
Replies: 20
Views: 19975

Re: Version 0.7.3

All my smart inserters lost their filter... :) Whoah you're right, mine too. And I was wondering why my factory was needing copper ore like hell... Because of the missing filter I have now thousands and thousands of the advanced circuits in my inserter-chest instead of just 50 inserters. Have to ch...
by BurnHard
Mon Oct 21, 2013 7:55 pm
Forum: Gameplay Help
Topic: Worms out of reach, killing my logistic robots
Replies: 5
Views: 7791

Re: Worms out of reach, killing my logistic robots

Thanks a lot, that worked :D

Keep up the good work, I really love your game. Best wishes to Praha!
by BurnHard
Mon Oct 21, 2013 7:34 pm
Forum: Gameplay Help
Topic: Worms out of reach, killing my logistic robots
Replies: 5
Views: 7791

Re: Worms out of reach, killing my logistic robots

Hello Kovarex, thank you very much for the quick answer. I executed the "game.player.selected.die()" in the console, hovering the mousepointer over different things. The worms seem rather unimpressed by the command, I only managed to destroy parts of my base, trees and other things. The wo...
by BurnHard
Mon Oct 21, 2013 6:14 pm
Forum: Gameplay Help
Topic: Worms out of reach, killing my logistic robots
Replies: 5
Views: 7791

Worms out of reach, killing my logistic robots

Hello, this is my first post here. I don't know if it is a bug or a feature, but for sure it is very annoying. On a small island close to my main base, the are 3 worms spawned on an unreachable island. Everytime I am away from the base expanding my mining sites my logistic robots are getting killed ...

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