Search found 950 matches
- Mon Apr 04, 2016 7:52 am
- Forum: Gameplay Help
- Topic: Biters to hard regular difficulty
- Replies: 9
- Views: 7374
Re: Biters to hard regular difficulty
explosive weapons hardly do any damage at all, meaning that you have no mid-game viable weapons to deal with them once the bullet resistance goes up. But lasers? Nah they don't need resistance to those. Just spam more lasers. Hmm, I find the mid game the most interesting point in terms of viable op...
- Sun Apr 03, 2016 10:12 am
- Forum: Ideas and Suggestions
- Topic: Driving the vehicle
- Replies: 4
- Views: 1574
Re: Driving the vehicle
I would like mouse follow as a mode (i.e. hold down some key to have it mouse follow) but bear in mind that the mouse is also used for aiming weapons and dropping items and such so it wouldn't make a good default behaviour, consider these two examples: Driving while laying down down powerpoles (you ...
- Fri Apr 01, 2016 1:56 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 114
- Views: 96014
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
I like the steam, but I have to vote "no" for using steam in advanced oil processing. The reason is steam reforming only requires heat, and heat is easy to create by burning some of the produced gas which is already on-site. Do you know of any real world example where nuclear power is actu...
- Fri Apr 01, 2016 1:21 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 116123
Re: [MOD 0.12.20+] Misanthrope 0.3.2 -- Better Biter Mechanics
Well I can think of a few things. The most straightforward one is making the biters know when they've had the stuffing knocked out of them. Its not fun to clear a hive and just have the biters immediately replace it. Since biter resources are infinite it means the only recourse is to wall them out o...
- Fri Apr 01, 2016 11:05 am
- Forum: Gameplay Help
- Topic: Yet more help with fluids/pressure
- Replies: 11
- Views: 4409
Re: Yet more help with fluids/pressure
Following on from your thought I added 2 new refineries doing normal oil processing and removed a couple of my heavy oil storage tanks and it seems to of fixed that problem, I have 1 heavy to light oil cracking , and I have set up some extra plastics production so my peterol doesnt get filled up an...
- Fri Apr 01, 2016 10:06 am
- Forum: Gameplay Help
- Topic: Calculating accumulator discharge time
- Replies: 10
- Views: 14459
Re: Calculating accumulator discharge time
The 21:25 ratio is useful, the other useful thing to remember is that solar panels generate on average 42kW over a day, so you can take your peak usage in MW and divide it by 0.042 to find out exactly how many solar panels you need, then you can multiply the number of solar panels by 0.84 to find ho...
- Fri Apr 01, 2016 9:21 am
- Forum: Gameplay Help
- Topic: Yet more help with fluids/pressure
- Replies: 11
- Views: 4409
Re: Yet more help with fluids/pressure
So this is my set up on my refinery to lubericant http://prntscr.com/amlo6p my gas output is reading 8.2 my light oil is at 6.3 but my heavy oil is coming out the refinery at 0.0. The simple answer is the heavy oil is being consumed as quickly as it is created, there is almost certainly no alternat...
- Thu Mar 31, 2016 9:17 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 116123
Re: [MOD 0.12.20+] Misanthrope 0.3.2 -- Better Biter Mechanics
The main problem with Misanthrope 0.3 can be summed up as: Pre Great Wall: Ow Ow Ow Ow Stop biting me dammit! :x Post Great Wall: Biters make awesome neighbors :D Unfortunately they are such a nuisance walling them out completely is the only recourse (nuisances including attacking through gaps, and ...
- Thu Mar 31, 2016 8:24 pm
- Forum: Gameplay Help
- Topic: A New Hope: Mission 4(airplane)
- Replies: 2
- Views: 3312
Re: A New Hope: Mission 4(airplane)
Hmmm, I can't remember it being difficult when I played on oldschool, but then again I like to play on death worlds (max biters). Gun turrets can't protect you from the Behemoths unless you use AP ammo, and AP ammo is very expensive, so the thing to do is to get a lot of laser turrets (I guess you'd...
- Tue Mar 29, 2016 8:43 pm
- Forum: Balancing
- Topic: On the doubled damage of turrets
- Replies: 5
- Views: 2887
Re: On the doubled damage of turrets
The problem with making something more resistant to turret damage is... gun turrets cause the same damage type as using bullets, therefore making them more resistant against the gun turret also makes them more resistant against you. The Gun Turret deals doubled damage and this doubling occurs befor...
- Tue Mar 29, 2016 10:12 am
- Forum: Gameplay Help
- Topic: Flow through split pipes
- Replies: 6
- Views: 3648
Re: Flow through split pipes
I'm only interested in what works well enough in practice and experimentally. For example the passive split tanks works well enough for ensuring neither plastics nor sulfur plant get completely starved. Having designs be highly symmetrical works a lot better than an asymmetrical design, for example ...
- Mon Mar 28, 2016 9:28 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 114
- Views: 96014
Re: [MOD 0.12.26] Nucular 0.1.0 - Nuclear Reactors and Weapons
I'm playing with Nucular, and it's fun though very underwhelming compared with coal considering the extreme cheapness of coal and ease of setting up coal generation. I'm wondering at the output = enough to power 16 steam engines, why not go for nice round numbers and just make it output enough water...
- Mon Mar 28, 2016 12:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Honk!
- Replies: 32
- Views: 27713
Re: [MOD 0.12.x] Honk! v0.2.1
And trains definitely need a "victory horn" for when they run you over.
- Mon Mar 28, 2016 11:22 am
- Forum: Mods
- Topic: [MOD 0.12.29] BurnTheWood - Turn wood into coal
- Replies: 14
- Views: 12980
Re: [MOD 0.12.29] BurnTheWood - Turn wood into coal
Maybe it should be a chemical plant recipe. The first time you really need coal for something other than burning is plastics or explosives both of which are chemical plant recipes.
- Mon Mar 28, 2016 9:26 am
- Forum: Mods
- Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
- Replies: 25
- Views: 31467
Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
I've noticed this mod fails to properly flip storage tanks which is kind of annoying since the tanks end up not connecting in a flipped blueprint.
- Mon Mar 28, 2016 8:30 am
- Forum: Gameplay Help
- Topic: Flow through split pipes
- Replies: 6
- Views: 3648
Re: Flow through split pipes
As a rule if the split is very symmetrical the flow will tend to also be symmetrical, but if on one side the pipe is shorter the flow will probably favor the shorter pipe (in terms of distance to consuming plant). It is possible to do a passive split using storage tanks - tanks act as "resistor...
- Sun Mar 27, 2016 7:17 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Long distance pipes and pumps
- Replies: 37
- Views: 333765
Re: Long distance pipes and pumps
DaveMcW could you update the first post to give some concrete numbers? People often quote the post to show how awful pipes are, not realizing that the numbers actually mean pipes have a ginormous capacity and excellent ability to transport fluid over great distances. When using underground pipe leng...
- Sun Mar 27, 2016 12:03 am
- Forum: Balancing
- Topic: On the doubled damage of turrets
- Replies: 5
- Views: 2887
On the doubled damage of turrets
The +100% damage boost of gun turrets makes them brutally effective against armored targets such as spawners, even without using AP ammo. This feels like a balance issue. It seems to me the idea of turrets getting a damage boost is about accuracy not piercing (they fire the bullet more accurately, n...
- Sat Mar 26, 2016 11:51 pm
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 42439
Re: Accumulators are too cheap
The problem with self discharge is it really ruins accus completely for steam. Actually steam/accu is already pretty stupid (because steam engines are cheaper per kW), but self-discharge makes the assumption you are charging the accus with free electricity, if they're being charged with steam the se...
- Sat Mar 26, 2016 10:12 am
- Forum: Mods
- Topic: [MOD 0.12.x] Reverse Alien Engineering
- Replies: 4
- Views: 3685
Re: [MOD 0.12.x] Reverse Alien Engineering
I find the concept of this mod quite astounding. Here's my thoughts on balance, a science pack 3 costs in the ballpark of 40 raw resources (like iron plates), one alien artifact becomes 10 alien science packs which reverse engineer down to 5 science pack 3s, which is equivalent to 200 iron plates. T...