Search found 9 matches

by dewred
Fri Jul 17, 2026 11:13 pm
Forum: Ideas and Suggestions
Topic: demolisher in the starting area
Replies: 10
Views: 790

Re: demolisher in the starting area


This change would completely cheapen the “boss fight” challenge of the first Demolisher fight by giving the player a free source of Tungsten Ore, necessary to unlock Tungsten Carbide and further Vulcanus technologies. 👎


But you already get Tungsten Ore from big rocks? This is equivalent to ...
by dewred
Fri Jul 17, 2026 5:29 pm
Forum: Balancing
Topic: Decrease centrifuge stack size
Replies: 16
Views: 4835

Re: Decrease centrifuge stack size


You should limit with circuit conditions if you're using bots. Link up the assembler(s) making the centrifuges to the chest holding them and have the assembler turn off when the chest hits a certain number. Using circuits instead of the X means that if you ever take down a centrifuge with bots ...
by dewred
Sun Jul 12, 2026 7:02 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.9] Crash if I enable pollution
Replies: 3
Views: 766

Re: [2.1.9] Crash if I enable pollution

I was just about to post this, I think it is related.

[2.1.9] Crash when disabling pollution in editor
Generate a new map in editor mode. Go to the forces tab, edit map settings, uncheck pollution enabled box, then unpause the game.
Crashes every time.

After seeing this post, I tried disabling the ...
by dewred
Sun Jul 12, 2026 5:26 am
Forum: Balancing
Topic: Buff handheld flamethrowers
Replies: 12
Views: 2147

Re: Buff handheld flamethrowers

You can already try that strategy with the handheld flamer, power armor, and 2-3 exos. It takes a good amount of skill and it is really easy to die. The huge advantage of the tank is being both fast and survivable. Circling a nest with a long range cannon is just easier and safer all around, the ...
by dewred
Sun Jul 12, 2026 1:15 am
Forum: Balancing
Topic: Buff handheld flamethrowers
Replies: 12
Views: 2147

Re: Buff handheld flamethrowers

I just realized with some testing that flamethrowers perform significantly better if you spread out the flames over a nest. Apparently nests can take multiple DoT hits if fire is on multiple tiles surrounding the nest. Fire on a single spot barely does enough to counter regen. Even for the tank ...
by dewred
Sun Jul 12, 2026 12:12 am
Forum: Assigned
Topic: [raiguard][2.1.9] Fluid is destroyed when a tank is removed from a pipeline
Replies: 5
Views: 1084

Re: [2.1.9] Fluid is destroyed when a tank is removed from a pipeline

This happens only when you use the deconstruction planner or remote view to delete pipes or tanks. Removing pipes with the player character still has the expected behavior, where fluid is pushed into nearby pipes so long as they are not full.
by dewred
Wed Jul 08, 2026 5:10 pm
Forum: Balancing
Topic: Buff handheld flamethrowers
Replies: 12
Views: 2147

Re: Buff handheld flamethrowers

The flamethrower is not shorter range. It has the same range, 15, as shotguns and pistols. (The tank flamethrower IS short range.) It is slightly harder to use due to the way the fire arcs, but that's honestly a skill issue.

It's ammo usage is not much faster than the fully upgraded combat shotgun ...
by dewred
Sat Jul 04, 2026 9:25 pm
Forum: Balancing
Topic: Buff handheld flamethrowers
Replies: 12
Views: 2147

Re: Buff handheld flamethrowers

The shotgun is now the preferred method of dealing with small nests, but that in no way makes the flamethrower useless.

For taking out large swarm of biters the flamethrower is still number 1. And the best way to use it is literally to hose the entire area with flames to catch all the biters on ...
by dewred
Tue Jun 23, 2026 5:07 pm
Forum: Ideas and Suggestions
Topic: Separate Save and Steam Achievements for 2.1
Replies: 3
Views: 835

Re: Separate Save and Steam Achievements for 2.1

Per-save achievements are one of my most wanted features. I do not ever want to delete my steam achievements.

Using a dummy mod and deleting modded achievements works, but it is a bit of a chore.

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