Search found 49 matches

by Lallante
Fri Apr 08, 2016 9:08 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 196243

Re: Bob mods for 0.12 General Topic.

I think my only "general" complaint about Bobs mods is that in the (laudible) drive for complexity and depth, for most items the need for "throughput" is gone. Once you have 2000 or so of any of the non-basic-tier metals, you are set for the rest of the game almost. You build all...
by Lallante
Wed Mar 30, 2016 6:27 pm
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 65545

Re: Supression of the size shift of electric furnaces

I think the size difference issue introduces fun optimatisation / trade-off gameplay and is only truly problematic to a very specific factory design (split coal/ore belt and didnt leave any extra space). If you are a good enough player to have left enough space for late-game furnace volume needs, yo...
by Lallante
Wed Mar 30, 2016 12:12 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 310289

Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates

Bob, I have a late-game / finished high throughput factory including all your mods. I have noticed a consistent (at all phases of game and sizes of factory) shortage of chlorine that cannot be automated away through additional salt-water electroloysis because of the enormous excess of sodium hydroxi...
by Lallante
Wed Mar 30, 2016 11:58 am
Forum: Ideas and Suggestions
Topic: Clearer visual indicators of activity
Replies: 10
Views: 18510

Re: Clearer visual indicators of activity

A very obvious "activity" light in the same place on every 3x3 building (red yellow green with yellow as waiting for ingredients and green as active) would be a huge quality of life change.
by Lallante
Wed Mar 30, 2016 11:56 am
Forum: Ideas and Suggestions
Topic: add a directional arrow on the screen when placing a belt
Replies: 2
Views: 2053

Re: add a directional arrow on the screen when placing a belt

This would make a big difference to me, as its often nearly impossible to tell the direction of faster belts at anything but the closest zoom difference.
by Lallante
Wed Mar 30, 2016 11:55 am
Forum: Ideas and Suggestions
Topic: GUI Improvement for building Items
Replies: 2
Views: 1272

Re: GUI Improvement for building Items

ssilk wrote:There was also the (I think a little bit better) idea to hold the mouse and move. Which increases /decreases the number.

Can be used also for the whole logistic stuff, combinator stuff etc.

I quite like this as it fits with, e.g., placing inventory-held robots.
by Lallante
Wed Mar 30, 2016 11:54 am
Forum: Ideas and Suggestions
Topic: Two separate accumulator types: normal and emergency backup
Replies: 20
Views: 9072

Re: Two separate accumulator types: normal and emergency backup

I would prefer it if they just gave us granular control over priorities at an advanced research level.
by Lallante
Wed Mar 30, 2016 11:52 am
Forum: Ideas and Suggestions
Topic: Suggestion: Seperate use of personal and networked robots
Replies: 2
Views: 1778

Suggestion: Seperate use of personal and networked robots

Problem use case - you want to deconstruct a nice tureet/wall/pylon bastion and return it to your inventory for reuse, so you mark it for deconstruction. Half the buildings end up being picked up by non-personal, networked robots and taken to your central storage depot. Problem use case - you want t...
by Lallante
Tue Mar 29, 2016 7:25 pm
Forum: General discussion
Topic: So what's after the campaign?
Replies: 10
Views: 5980

Re: So what's after the campaign?

Most people dont bother with the campaign at all - 60% of the fun is trying to launch the rocket starting from scratch on a custom game. The remaining 40% is doing the same with a tonne of mods (especially something like Bobs, Dytech or Marathon that make it much harder).
by Lallante
Tue Mar 29, 2016 11:22 am
Forum: Balancing
Topic: Passive providers chests are useless when you get them
Replies: 10
Views: 12156

Re: Passive providers chests are useless when you get them

It's like this: "here have some logistic robots, and new chest which won't work until you get requester chest that will cost 3 times more packs to research than robots and you need blue packs now too. your robots kind of suck without them too. why this way? because we don't like your face.&quo...
by Lallante
Tue Mar 29, 2016 11:20 am
Forum: Balancing
Topic: The obsolete turret problem
Replies: 34
Views: 19038

Re: The obsolete turret problem

Koub wrote:
malecord wrote:2) their health doesn't scale so they are blown up very fast late game.
That's what walls are made for :)
Wall doesnt work vs spitters.

50% shorter range than lasers is what makes turrets obsolete. Nothing less, nothing more.
by Lallante
Tue Mar 29, 2016 11:19 am
Forum: Balancing
Topic: On the doubled damage of turrets
Replies: 5
Views: 3000

Re: On the doubled damage of turrets

This is pretty low on the list of combat-related balancing for me. There's plenty of other even more OP tactics and approaches.

I'd wait for a complete combat overhaul to look at this.
by Lallante
Tue Mar 29, 2016 11:17 am
Forum: Balancing
Topic: Upgrade to accumulators and possibly solar panels.
Replies: 4
Views: 2330

Re: Upgrade to accumulators and possibly solar panels.

Only introduce this AFTER they are better balanced.

Cost and space are shitty methods of balancing.
by Lallante
Fri Mar 18, 2016 4:19 pm
Forum: Ideas and Suggestions
Topic: Making trains and robots more needed
Replies: 4
Views: 2222

Re: Making trains and robots more needed

General consensus is BOTS are overpowered, not belts.

A nerf to belts is not needed to give trains a need - merely changing resource spawning does that (see RSO mod which makes trains essential and completely resolves that part of the problem).
by Lallante
Fri Mar 18, 2016 9:05 am
Forum: Balancing
Topic: Anyone else think alien artifacts give too much science?
Replies: 6
Views: 3274

Re: Anyone else think alien artifacts give too much science?

If it was up to me I'd create a whole new, manufactured recipe for purple science which doesnt include alien artifacts, and instead use alien artifacts only for crafting particular, high end power armor, weapons and maybe rocket parts.
by Lallante
Fri Mar 18, 2016 8:36 am
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 23815

Re: Overpowered strategies

I believe that batteries needing replacement would mean that if you have power problems because you run out of batteries and you are not producing them fast enough... then... you are dead or have to destroy half of power poles to get it working again. With steam you only need to supply coal to boil...
by Lallante
Fri Mar 18, 2016 8:33 am
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 23815

Re: Overpowered strategies

How about that to deal with 3 overpowered strategies at once: Accumulators/Laser Turrets/Robots deteriorate their batteries and every now and then they have to be swapped with a new one. The deterioration of a battery could be similar to how repair packs/ammunition works with a progress bar and wit...
by Lallante
Fri Mar 18, 2016 8:32 am
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 23815

Re: Overpowered strategies

At the exact point where benefits from solar/Accus will be negated by the disadvantages you want to add solar+Accus, you'll just switch the problem. Most people will use steam because solar will have become a PITA, while some hardcore gurus of the extreme difficulty will be like "meh steam is ...
by Lallante
Thu Mar 17, 2016 4:31 pm
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 14004

Re: Gun turrets working without eletricity

I think gun turrets are nicely balanced and laser turrets are pretty OP.
by Lallante
Thu Mar 17, 2016 4:26 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 215837

Re: Solar panels less of a no-brainer

I think a dirty diesel generator would work for remote outposts as you'll have oil by then

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