Search found 49 matches
- 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...
- 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...
- 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...
- 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.
- 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.
- 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.
- 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.
- 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...
- 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).
- 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...
- Tue Mar 29, 2016 11:20 am
- Forum: Balancing
- Topic: The obsolete turret problem
- Replies: 34
- Views: 19038
Re: The obsolete turret problem
Wall doesnt work vs spitters.Koub wrote:That's what walls are made formalecord wrote:2) their health doesn't scale so they are blown up very fast late game.
50% shorter range than lasers is what makes turrets obsolete. Nothing less, nothing more.
- 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.
I'd wait for a complete combat overhaul to look at this.
- 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.
Cost and space are shitty methods of balancing.
- 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).
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).
- 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.
- 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...
- 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...
- 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 ...
- 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.
- 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