Search found 76 matches

by n7m6e7
Thu Nov 28, 2019 2:49 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 194
Views: 61738

Re: Attacking biters with turrets makes all weapons pointless

[...]The issue at hand is : Turret creep renders all the shotguns, machine guns, tanks, and cars pointless. It is better in every way to just turret creep, [...] yeah no. - while you turret creep one nest, i'm annihilating ten or more with nukes and/or combat bots. - I find joy in rolling through n...
by n7m6e7
Wed Nov 27, 2019 4:43 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 194
Views: 61738

Re: Attacking biters with turrets makes all weapons pointless

So. I couldn't stop thinking about it, forgive the ramblings. The issue at hand is : Turret creep renders all the shotguns, machine guns, tanks, and cars pointless. It is better in every way to just turret creep, and this strat is viable, almost from the start. Having a delay on turrets is nearly po...
by n7m6e7
Tue Nov 26, 2019 3:51 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 194
Views: 61738

Re: Attacking biters with turrets makes all weapons pointless

At this point. I only see 2 "solutions" to turret creep. 1. Make early weapons a better option. Which would make biters not an issue sooner. 2. Disallow building in range of a biter base. Which people will complain about arbitrary restrictions. Or just leave it be, as the moment one has artillery, b...
by n7m6e7
Tue Nov 26, 2019 12:43 pm
Forum: Ideas and Suggestions
Topic: GG's Starlog 1 - The Big Proposal
Replies: 4
Views: 310

Re: GG's Starlog 1 - The Big Proposal

The main issue I see,is this would completely overhaul the game. Its kinda like in spore where you spend the first half of the game building creatures, messing with parts and stats, then suddenly "psyche! Its an rts now :)" Its building a new game, before the first game is finished, and just slappin...
by n7m6e7
Sat Apr 13, 2019 7:56 pm
Forum: Ideas and Suggestions
Topic: Vehicle manufacturing buildings (No vehicles in inventory)
Replies: 7
Views: 1061

Re: Vehicle manufacturing buildings (No vehicles in inventory)

I do like the idea of a train manufacturing building. Mostly for the fact that if you can tell it to make a certain train config (i e. <Engine< wagon wagon wagon >Engine>) as well as pre-made stop setups, then you could hook it up to the logistics network, and, say, tell it to auto-build more trains...
by n7m6e7
Thu Mar 28, 2019 2:15 am
Forum: Ideas and Suggestions
Topic: pump to fluid wagon connection from the end
Replies: 6
Views: 209

Re: pump to fluid wagon connection from the end

I was suprisingly unaware that trains could push XD

Mostly because its never occurred to me to make a train like

[Wagon] <engine] [engine>


And at that point, is there any way to ensure the wagon always docks toward the correct side? (Aside from having it go between only 2 points. )
by n7m6e7
Wed Mar 27, 2019 12:16 pm
Forum: Ideas and Suggestions
Topic: pump to fluid wagon connection from the end
Replies: 6
Views: 209

Re: pump to fluid wagon connection from the end

I don't exactly see how this can be used.

Since trains cant "push" wagons, how would you get a fluid wagon to the edge of a dead end?

I mean, you can build the wagon at the end, then send it off, but that limits it to a manual use.
by n7m6e7
Tue Feb 05, 2019 1:50 pm
Forum: Combinator Creations
Topic: SmartBelt Loop Factory
Replies: 2
Views: 1775

Re: SmartBelt Loop Factory

If I may, I was recently working on a similar idea. You dont really need to read the contents of an entire belt. Its messy as all get out, but I've gotten away with just reading the 3 belts before a given assembler. Attatch that to the output arm. Enable if given product is 0. If given material loop...
by n7m6e7
Mon Jan 21, 2019 12:51 pm
Forum: Ideas and Suggestions
Topic: Auto research queue
Replies: 27
Views: 2073

Re: Automatic science dependency research / Allow "researching" unavailable technologies

Its an awesome and interesting idea, but I see one or two major issues. What happens when you have 2 or more dependencies available at once? Does it choose randomly, or the cheapest? Also, lets say you go straight to the rocket. Many researchs are stepping stones that teach you to automate certain p...
by n7m6e7
Wed Dec 19, 2018 6:43 pm
Forum: Ideas and Suggestions
Topic: Tunnel or bridges for trains
Replies: 94
Views: 12059

Re: Underground Rail

So. Skimming through, I noticed some concerns as to implimentation. 1. If it runs out of fuel in a tunnel.... Just make it continue forward until the powering engine is out. Or Allow fuel access to a train, from the entrance/exit of a tunnel. 2. If an entrance is destroyed with a train still in it.....
by n7m6e7
Fri Oct 12, 2018 12:05 pm
Forum: Ideas and Suggestions
Topic: New class of vaults- a big one
Replies: 19
Views: 1271

Re: New class of vaults- a big one

- Warehousing mods (there are several). They definitely have reports of UPS problems, but they have nice sizes and capacities. Does it prevent UPS problems if you limit the chest to small number of slots? It I think ways to program that kind of functionality, there should not be need for check forb...
by n7m6e7
Tue Oct 09, 2018 12:24 pm
Forum: Ideas and Suggestions
Topic: New class of vaults- a big one
Replies: 19
Views: 1271

Re: New class of vaults- a big one

I'd also like to add, just having a storage container that has a footprint bigger than 1X1 would open up a world of creative uses. For example, when loading up trains, its an absolute nightmare to load it up equally. In example, lets say I have 6 inserters ready to load a train from 6 chests. How ca...
by n7m6e7
Thu Oct 04, 2018 11:51 pm
Forum: Ideas and Suggestions
Topic: New class of vaults- a big one
Replies: 19
Views: 1271

Re: New class of vaults- a big one

I was going off the wiki. But yea, if the game allows for different stack sizes in different containers, why not have a specialized container with less slots but bigger stack size? The only issue I see (by which I mean, I as a player who has never delved into actual code) , they would have to modify...
by n7m6e7
Thu Oct 04, 2018 12:42 pm
Forum: Ideas and Suggestions
Topic: New class of vaults- a big one
Replies: 19
Views: 1271

Re: Warehouse/mass storage

I've seen the warehousing mod and heard horror stories of UPS drops. I like having larger stores, so I can completely mine out an area as quickly as possible, without waiting for a chance to consume that material. I.e. I like to mine more ore than I can smelt, so when I upgrade my smelting, its imme...
by n7m6e7
Thu Oct 04, 2018 10:49 am
Forum: Ideas and Suggestions
Topic: New class of vaults- a big one
Replies: 19
Views: 1271

Warehouse/mass storage

What? A 2x2 or 3x3 storage chest to hold more stuff (not more inventory slots) Why? So you can have more than 4 inserters filling and unloading it, ability to store more per tile, more interesting ways to split supplies. How? I now know that having more inventory slots on something kills UPS . Howev...
by n7m6e7
Tue Oct 02, 2018 12:30 pm
Forum: Ideas and Suggestions
Topic: Dual inserter mechanic
Replies: 20
Views: 1170

Re: Dual inserter mechanic

I admit, I dont like using cars as storage containers, it feels like im using an exploit more than a feature...


But even so, couldn't you just use blue belts? If you are really obsessive about transfer speed, you can even unload and load from both sides with belt spaghetti magic.
by n7m6e7
Wed Aug 01, 2018 9:25 pm
Forum: Ideas and Suggestions
Topic: Baits and pressure pads
Replies: 2
Views: 330

Re: Baits and pressure pads

Bait seems interesting. I have seen biters attack the same spots over and over, increasing in attack each time, forcing players to layer defences in an arbitrary spot. It would be cool to mitigate that with bait to guide them more equally around the base, or to killing outposts. Though it could be o...
by n7m6e7
Fri Jun 29, 2018 11:44 am
Forum: Ideas and Suggestions
Topic: Bot Boundries
Replies: 8
Views: 732

Re: Bot Boundries

This isn't likely to ever happen due to the performance implications of making robots do those kinds of checks. Well, how do they do these checks normally? Couldnt you just put down a roboport, and say " dont connect to nearby networks" ? Or is it a system where bots look for any port in range, and...
by n7m6e7
Wed Apr 18, 2018 8:36 pm
Forum: Ideas and Suggestions
Topic: Something to replace the "steel axe" character slot
Replies: 10
Views: 750

Re: Something to replace the "steel axe" character slot

Well... By the time you're done with the steel pickaxe, how much manual mining will you still be doing? You'll rapidly have a personal roboport and a helpful gaggle of construction bots that do all that manual labor for you. I can see what your idea is but... isn't it sort of pointless? Well there ...
by n7m6e7
Wed Apr 18, 2018 6:58 pm
Forum: Ideas and Suggestions
Topic: Something to replace the "steel axe" character slot
Replies: 10
Views: 750

Something to replace the "steel axe" character slot

We need a tool for the tool slot besides the steel pickaxe. Weapons are interesting. There are straight upgrades, and side-grades for weapons. Shotgun < combat shotgun. Flamethrower vs machine gun Armor is a bit less interesting, with nothing but straight upgrades. Reinforced armor <Modular armor < ...

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