Search found 9 matches

by Geigeabc
Mon Nov 04, 2024 8:23 pm
Forum: Balancing
Topic: Tesla turret use way too much passive power
Replies: 15
Views: 5371

Re: Tesla turret use way too much passive power

Thx for the update.
Could you add, how much Nutrition you produce?
My current Gleba setup is running at 800 Science/m. I produce 20k Nurtition/m which is equivalent to 800 MW of energy production.
How are you currently producing electrical energy on Gleba, are you using the Heating towers you unlock ...
by Geigeabc
Mon Nov 04, 2024 6:43 pm
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 47
Views: 5432

Re: Please add a button to add a new blueprint parameter variable

+1
We had the same problem, and having to add variables by adding trash items in requester chests, that you then replace in the blueprint, felt very hacky and unclean.
by Geigeabc
Mon Nov 04, 2024 6:04 pm
Forum: Balancing
Topic: Tesla turret use way too much passive power
Replies: 15
Views: 5371

Re: Tesla turret use way too much passive power


your data is not acceptable


Guess we gotta add more data then:
Base, wall on all land borders, regular biter settings, expansion on.
Powerdrane of the picture was over the last hour, no defenses build in that time.
Laser DMG 14, Electric DMG 11, next stage for both would be 128k science.
Cant ...
by Geigeabc
Mon Nov 04, 2024 4:43 pm
Forum: Ideas and Suggestions
Topic: [DLC] Strange fail conditions for the "Rush to space" achievement
Replies: 7
Views: 1446

Re: [DLC] Strange fail conditions for the "Rush to space" achievement

Atleast the wording is clear:
grafik.png

The only two related achievements are
"Steam all the way" aka no solar before rocket
"Raining bullets" aka no laser turrets before rocket

I think you are allowed to research those, as you need them for personal solar/lasers. With Rush to space there ...
by Geigeabc
Mon Nov 04, 2024 3:57 pm
Forum: Balancing
Topic: Tesla turret use way too much passive power
Replies: 15
Views: 5371

Re: Tesla turret use way too much passive power

Your point is, that Tesla Turrets eat too much power. I made my point, that Tesla turrets only eat 10 times as much power as my lasers and only 3 times as much power as my Radars, which dont even shoot and just give vision. So i dont see a balance problem.

Atleast against high evolution a Tesla ...
by Geigeabc
Mon Nov 04, 2024 3:15 pm
Forum: Balancing
Topic: [2.0.6] Big Worms nigh unbeatable
Replies: 9
Views: 1880

Re: [2.0.6] Big Worms nigh unbeatable


I had maxed damage/shooting-speed for red + green + blue science with steel ammo.

I hesitate to even consider behemoth worms, which I haven't come to yet.


So big worms have 10 flat dmg reduction against physical dmg. If you look at your physical dmg after that reduction, you propably ...
by Geigeabc
Mon Nov 04, 2024 2:47 pm
Forum: Balancing
Topic: Tesla turret use way too much passive power
Replies: 15
Views: 5371

Re: Tesla turret use way too much passive power

Since they are unlocked in fulgura I don't see why you say they are late game, I just landed on aquilo.

I can recommend nuclear power. Its blue science now, so you get it before even leaving Nauvis. I have a block with 4 generators, which does around 480 MW. As long as you have access to water ...
by Geigeabc
Mon Nov 04, 2024 1:35 pm
Forum: Ideas and Suggestions
Topic: Deconstruction planner - new filter option for mined out miners
Replies: 1
Views: 383

Deconstruction planner - new filter option for mined out miners

Similar submission, but without the template and without pictures

TL;DR
The deconstruction planner is a cool tool with many smart filters. It is currently lacking an option to only remove mined out miners.

What?
Current solution to remove mined out miners are unnecessarily complex. You can ...
by Geigeabc
Mon Nov 04, 2024 12:38 pm
Forum: Ideas and Suggestions
Topic: Train's CTRL-click Temporary Stop behavior [passed -> inactive]
Replies: 4
Views: 470

Train's CTRL-click Temporary Stop behavior [passed -> inactive]

TL;DR
When CTRL-Clicking a train to a temporary station, the default setting is "5s passed" please change it to "5s of inactivity" (or even 10s)

What?
When you send a train to a position with CTRL-Click (creating a temporary train stop) the default waiting condition at that stop makes the train ...

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