Search found 56 matches

by Xelephant
Thu Sep 28, 2023 10:27 am
Forum: Balancing
Topic: Ammo rebalance
Replies: 21
Views: 5063

Re: Ammo rebalance

You miss one important factor, with red ammo the biter would haved died twice as fast. And wouldn't i be reasonable if you are at that stage i could have green ammo and upgrade cost from red to green is trivial and at T6 green is cheapter than yellow to use. Red is only useful if yellow isn't killin...
by Xelephant
Wed Sep 27, 2023 7:44 pm
Forum: Balancing
Topic: Ammo rebalance
Replies: 21
Views: 5063

Re: Ammo rebalance

I did the time and crunched the numbers myself, with the 3 different formulas in the wiki. Here are the bullets needed to kill a biter bulletschart.PNG here is the chart with your cost costchart.PNG I added the .ods if someone feels to need to verify it. The nerf of the yellow ammo while make the fi...
by Xelephant
Wed Sep 27, 2023 5:38 pm
Forum: Balancing
Topic: Ammo rebalance
Replies: 21
Views: 5063

Re: Ammo rebalance

I had a bit fun doing a BTK (Bullets to Kill) overview of the different ammos, and then wanted to see if it add up with ingame stuff. Without upgrades it should take 84 shots of yellow ammo to kill a medium biter. With 1 Turret i get 90 bullets used, Stack of 10 magazines reduced to singel full one....
by Xelephant
Mon Sep 25, 2023 4:34 pm
Forum: Balancing
Topic: Ammo rebalance
Replies: 21
Views: 5063

Re: Ammo rebalance

How did you calculated shots to kill? Is this only for gun turrets? How would it change for the other weapons that don't get double damage bonus? The science cost to reach Damage bonus 11 is huge as well. And while a Gunturret will do 120 dmg the Tank will only do 21, maybe the argument could be mad...
by Xelephant
Sun Oct 09, 2022 5:19 pm
Forum: PyMods
Topic: PyAlienLife Outpost Crash
Replies: 0
Views: 654

PyAlienLife Outpost Crash

Crashes if i try to open the Outpost mulitple times with this error: The mod Pyanodons AlienLife (1.12.4) caused a non-recoverable error. Please report this error to the mod author. Error while running event pyalienlife::on_gui_opened (ID 87) Gui element with name outpost_frame already present in th...
by Xelephant
Sat May 15, 2021 10:24 pm
Forum: Ideas and Suggestions
Topic: Not flat water?...
Replies: 7
Views: 2243

Re: Not flat water?...

I personally prefer the current water implementation over your mockup water picture.
by Xelephant
Tue Mar 02, 2021 8:35 am
Forum: Ideas and Suggestions
Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
Replies: 51
Views: 13161

Re: Shift-clicking items into red area of chests

You can already do that if you limit the item count via circuit network instead of limiting the chests space.
by Xelephant
Sat Jan 16, 2021 10:37 am
Forum: Technical Help
Topic: I need help with stutter diagnosis (probably not GFX related)
Replies: 10
Views: 3629

Re: I need help with FPS stutter diagnosis

Did you try any of the solution out of the commen graphic problem thread?

viewtopic.php?f=49&t=9300

Forcing OpenGL might solve the issue.
by Xelephant
Tue Dec 01, 2020 11:03 am
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 31820

Re: [MOD 0.16+] AutoDeconstruct 0.1.11

I "updated" the mod for 1.1. (Just changed the info.json)
by Xelephant
Wed Jun 17, 2020 12:49 am
Forum: General discussion
Topic: Meaningful Content Update
Replies: 85
Views: 30716

Re: Meaningful Content Update

I don't agree that this game needs more biters or expantions on the combat mechanics. Combat is a sidenote and i don't want it to be busy work, i have enough to do within the factory. I don't know how many players want to extend on combat, acutuelly no one does. Most Players are a silent majority an...
by Xelephant
Wed Apr 15, 2020 2:32 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 38
Views: 28914

Re: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0

I patched this, since the setting gui didn't close anymore in 0.18.x . I also added variable underground lenght for the vanilla belts, you have to choose the belt type in settings beforehand now. I wanted to fix the issue where the pathfinder put undergoundbelt in places where other belts are, but t...
by Xelephant
Fri Apr 10, 2020 5:37 am
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 26764

Re: Strike/Ban system linked to account

Lets imagine this scenario: I join a Server, the players tehere don't like my choosen player color. They vote me off the server. Report 1? Then i join another server caus i wanna play. I want to do combat, bute people disagree and vote me off again. Report 2? I join a third server, someone sees i ha...
by Xelephant
Mon Mar 09, 2020 12:17 pm
Forum: Ideas and Suggestions
Topic: Show train visualization in both directions
Replies: 5
Views: 2491

Re: Show train visualization in both directions

The visualization is dependent on Signal placement, if you placed a Signal already on the Track the train can only in one way. If you place two Signals next to each other at the start of your station you can switch previews of the wagons by switching the side of the old signal.
rails2.jpg
rails2.jpg (257.96 KiB) Viewed 2464 times
by Xelephant
Sun Sep 15, 2019 11:04 am
Forum: Ideas and Suggestions
Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
Replies: 8
Views: 3116

Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult

I like the current Setting for the reason i can choose what i want for my game experience. There is always a learning curve in every game and i fail to see how easier recepies would change that. The extended tutorial (campaign) for new players isn't even done yet, it might help a ton understanding t...
by Xelephant
Sun Sep 15, 2019 10:50 am
Forum: Implemented Suggestions
Topic: Load Game as first menu entry
Replies: 7
Views: 3217

Re: Load Game as first menu entry

But would that button sync mods if you changed them in between? Or does it load the last save with the mods currently enabled?

It wouldn't hurt to have it, but i see no point in an "Resume Game" button, since there can be multiple possible savestates the
player wants to continue.
by Xelephant
Fri Sep 06, 2019 6:37 am
Forum: Technical Help
Topic: [0.17.68] performance issue when game speed is set higher than 1
Replies: 3
Views: 1772

Re: [0.17.68] performance issue when game speed is set higher than 1

Since FPS and UPS are tied together this is to expected, same happens in the other direction if you hit simulation cap (ups and fps drops). On faster speeds performance issues would show up faster and more noticable.
by Xelephant
Sat Mar 23, 2019 8:17 am
Forum: Balancing
Topic: Map gen puts enemies too close
Replies: 50
Views: 16875

Re: Map gen puts enemies too close

I Think this just boils down to what should be the "default" difficulty, and should it cater to new players and how much should it do? Maybe they should just add in a "Easy Start" setting with a bigger starting zone. I think the default is good as it is, you can get a challenging...
by Xelephant
Tue Dec 11, 2018 6:29 pm
Forum: PyMods
Topic: [Bug]Progress Stall with all PyMods
Replies: 3
Views: 2095

Re: [Bug]Progress Stall with all PyMods

Yeah that fixed the mining part for me. It was not easy to draw the conclusion: Use the crystal mine for quartz ore.
by Xelephant
Mon Dec 10, 2018 9:01 am
Forum: PyMods
Topic: [Bug]Progress Stall with all PyMods
Replies: 3
Views: 2095

[Bug]Progress Stall with all PyMods

I use the following pymods: Py Coal 1.0.11 Py-Fusion Energy 1.0.8 Py High Tech 1.0.10 Py Industry 1.0.11 Py Raw Ores 1.01 There is no way to craft the first science Pack, since i can't mine Quartz for Glass. I see no other way to get quartz or glass. Additionally not all Research topics are shown in...

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