Search found 139 matches

by crimsonarmy
Sun Oct 19, 2025 6:37 pm
Forum: Ideas and Suggestions
Topic: Map seed tutorial for new players
Replies: 3
Views: 1181

Re: Map seed tutorial for new players



starting in a desert, or starting on a map where oil is miles away.

It matters only in deathworld games, which are not for novice players.

As someone that started in a giant desert on my first playthough, the biters launched way larger attacks than a new player (or in my case a few new ...
by crimsonarmy
Sun Oct 19, 2025 6:32 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 623

Re: Palletization - A Way to Make Trains Relevant in the Late Game

I would think that simply making locomotives and cargo wagons be boosted by quality might be enough.
by crimsonarmy
Fri Oct 17, 2025 7:21 pm
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 18
Views: 716

Re: Increase Accumulator Maximum Output Rate




For something specific that high discharge rate would get in the way of....

On the Steam forums, someone developed an uninterruptable power supply: they added logic to a solar farm that ensured it would never deliver more power than it was rated for, so that during the night your factory can ...
by crimsonarmy
Thu Oct 16, 2025 2:25 pm
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 18
Views: 716

Re: Increase Accumulator Maximum Output Rate

To better illustrate the problem assuming you are using some sort of 500 degree steam power (heating tower, nuclear, etc.):
one tank and a steam turbine (normal quality) can hold ~2.5GJ (~80 legendary accumulators) and has a max output of ~5.8MW (~8 legendary accumulators)
by crimsonarmy
Mon Oct 13, 2025 3:14 pm
Forum: Ideas and Suggestions
Topic: More intelligent Rocket auto-launch
Replies: 9
Views: 1440

Re: More intelligent Rocket auto-launch



You don't need a megabase. I don't know about you but I tend to have an average of a rocket every few seconds before finishing the inner planets.

One rocket is 1000 science packs. 2 rockets for Gleba, one per Vulcanus and Fulgora. So if someone have in average one rocket every 15 seconds it ...
by crimsonarmy
Sun Oct 12, 2025 10:25 pm
Forum: Ideas and Suggestions
Topic: More intelligent Rocket auto-launch
Replies: 9
Views: 1440

Re: More intelligent Rocket auto-launch



And as mentionned by others, why not just make more rockets? Why does it matter if there are extra parts in your platform? They'll be there when you decide to expand it, or to repair any damage from incidents.

Because 99.99% of players do not play till they have megabases with thousands of ...
by crimsonarmy
Sun Oct 12, 2025 12:02 pm
Forum: Ideas and Suggestions
Topic: More intelligent Rocket auto-launch
Replies: 9
Views: 1440

Re: More intelligent Rocket auto-launch


Why:

Building rockets is a painful process. More often than not, a rocket design doesn't require exactly a multiple of (e.g.) 100 belts. This means that components need to be loaded and launched manually.

Rockets, once you get to the midgame, are relevantly cheap so a suboptimal algorithm being ...
by crimsonarmy
Thu Oct 09, 2025 10:24 pm
Forum: Balancing
Topic: Curved quality chance: normal to uncommon should be more likely than epic to legendary
Replies: 6
Views: 435

Re: Curved quality chance: normal to uncommon should be more likely than epic to legendary

This is a cool concept. I am not sure why the legendary module should give the same chance for everything though?
by crimsonarmy
Thu Oct 09, 2025 10:21 pm
Forum: Ideas and Suggestions
Topic: 2 minor suggestions: trees = enemies; accumulator charge transfer
Replies: 1
Views: 144

Re: 2 minor suggestions: trees = enemies; accumulator charge transfer

I am wondering why, if this would be a tick box anyway, this should be in the base game and not a mod?
by crimsonarmy
Thu Oct 09, 2025 3:24 pm
Forum: Ideas and Suggestions
Topic: Fifo chest
Replies: 23
Views: 1279

Re: Fifo chest


Did I mentioned that some of the devs have gambling addiction? this is why i mentioned the seeds. The people with gambling addiction don't get that people do NOT want to gamble, they want quality, not gambling for them. Every last non space age overhaul showed this over and over again. What we got ...
by crimsonarmy
Thu Oct 09, 2025 3:16 pm
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality — modular, configurable, no random chances
Replies: 15
Views: 768

Re: (Long post warning) Rethinking quality — modular, configurable, no random chances


I think AI has butchered your article. You keep saying getting rid of gambling. But what you propose seems... identical to the current "gambling" mechanism. It's not the grammar, it's the main content AI has removed.

I think the idea is to move from 1% chance to upgrade items to every 100 items ...
by crimsonarmy
Thu Oct 09, 2025 3:14 pm
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality — modular, configurable, no random chances
Replies: 15
Views: 768

Re: (Long post warning) Rethinking quality — modular, configurable, no random chances

This suggestion seems to remove a lot of the challenge of quality. It might be an interesting mod to try out but I don't see why it should be in the base game.
by crimsonarmy
Tue Sep 30, 2025 11:19 am
Forum: Balancing
Topic: Quality artillery is broken
Replies: 29
Views: 6247

Re: Quality artillery is broken

mmmPI wrote: Mon Sep 29, 2025 6:32 pm My point is simple, you just need a turrret that can outrange behemot worm, everyone knows this. This was the case before Space Age and is still the case, nothing is broken.
Technically we have one (legendary rocket turret). It's just super impractical.
by crimsonarmy
Sun Sep 28, 2025 2:50 pm
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2274

Re: Make Lamp in Electromagnetic Plant

It never occurred to me but yeah. +1 for theme
by crimsonarmy
Sun Sep 21, 2025 8:12 pm
Forum: Balancing
Topic: Moving Green Belts to Gleba
Replies: 4
Views: 901

Re: Moving Green Belts to Gleba

I think the issue is that thematically stack inserters fit better with Vulcanus and green belts better with Gleba, but Gleba's biggest draw (from a gameplay perspective) is that it has the best rewards of the inner planets: biolabs, stack inserters, prod 3, epic quality, etc. Just moving turbo belts ...
by crimsonarmy
Sun Sep 21, 2025 4:34 pm
Forum: Balancing
Topic: Scale Roboport Supply Area and Construction Area with quality
Replies: 9
Views: 1149

Re: Make roboport areas scale with quality


This is not a good idea, since it can break set ups that rely on the logistics area being a specific size. It would turn higher quality roboports from being a simple drop in replacement to one where you have to adjust the build to make sure that areas that are supposed to be disconnected stay that ...
by crimsonarmy
Mon Sep 15, 2025 3:43 pm
Forum: Ideas and Suggestions
Topic: Bot Exclusion Zones
Replies: 30
Views: 28715

Re: No Fly Zone's for Robots

Rseding91 mentioned in another post on something similar that this won't happen for performance reasons.



Would be a better solution to force bots to follow roboports during travel? Like if there is a port nearby then that area is considered safe and being allowed for bots to fly over. In other ...
by crimsonarmy
Thu Sep 11, 2025 2:27 pm
Forum: Gameplay Help
Topic: Quality seeds
Replies: 3
Views: 775

Re: Quality seeds

The only use I could find is making quality soil to slightly improve biter egg upcycling.
by crimsonarmy
Mon Sep 08, 2025 3:11 pm
Forum: Not a bug
Topic: [2.0.66] Quality artillery not firing
Replies: 5
Views: 498

Re: [2.0.66] Quality artillery not firing

Thanks for the explanation.
by crimsonarmy
Mon Sep 08, 2025 12:51 pm
Forum: Not a bug
Topic: [2.0.66] Quality artillery not firing
Replies: 5
Views: 498

Re: [2.0.66] Quality artillery not firing

Attached are the save file along with a recording. Something about the reproduction steps I sent is probably wrong.

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