Search found 30 matches

by SirSmuggler
Thu Nov 28, 2019 12:31 pm
Forum: Balancing
Topic: Gun turret range
Replies: 19
Views: 1039

Re: Gun turret range

In my opinion weakness of inserters are much worse problem. I like that biters can make real damage and stress my manufacturing plants and logistics. Replacing walls and turrets is very natural part of defense line. But inserters are ridiculously weak and area effect destroys them first. Perhaps lo...
by SirSmuggler
Fri Oct 18, 2019 9:14 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 2459

Re: Criticism: Belt Immunity Equipment

the sad one-tile gap, which can currently only be filled by a panel, really grinds at me. You can also fill it with not filling it with anything. Having an empty spot above it is exactly the same as it being 1x2 in size. It's even better, having it 1x1 means its flexible, you can leave an empty slo...
by SirSmuggler
Thu Oct 10, 2019 5:57 am
Forum: General discussion
Topic: Where do you see the End Game
Replies: 15
Views: 1492

Re: Where do you see the End Game

Take Art for example - one could argue in Art there are no goals. But that is a misconception. It simply is not a functional goal. Say I want to make Star Trek Enterprise in Minecraft - while it serves no functional purpose. The goal it self is to make Star Trek Enterprise. Goals always exist, peop...
by SirSmuggler
Tue Oct 08, 2019 8:24 am
Forum: General discussion
Topic: Robot energy math
Replies: 7
Views: 528

Re: Robot energy math

Oh, lot's of relevant information on that page! Thanks! I assume one tile is 1 square meter?
by SirSmuggler
Tue Oct 08, 2019 6:40 am
Forum: General discussion
Topic: Robot energy math
Replies: 7
Views: 528

Robot energy math

TL;DR: What is the base speed of bots? The rest is just me rambling as I try to math, read at your own peril :D I love building with construction robots from my personal roboports. However, I'm struggling to keep more than a handful working for any length of time as batterys drain really fast when a...
by SirSmuggler
Sun Jul 28, 2019 7:56 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 52778

Re: Friday Facts #305 - The Oil Changes

How about implementing the new GUI for refinery with the new and improved indicators of backed up problems, and a tutorial first and see how far thouse changes goes toward solving the "new players quit at oil"-problem before doing drastic and controversial changes to the actual recepies?
by SirSmuggler
Thu Jun 20, 2019 6:10 am
Forum: Balancing
Topic: Biter AI pathing makes game too easy.
Replies: 21
Views: 1225

Re: Biter AI pathing makes game too easy.

Form my observations, biters already are kind of "smart". Not geniuses by any means, but farm from blindly rushing in one by one. My observations are mostly based on biters attacking as a counter to artillery fire, and this is the "intelligent" behavior I see: - They form large "attack squads" and s...
by SirSmuggler
Wed Jun 19, 2019 12:45 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 2119

Re: [Poll] 0.17 Quickbar

I love it. It works so much better then the old one for me. Not much of an explenation, but it's how I feel... But I'll try to be more concreat. I set upp my perferend bars once and then they stay the same regardles of crafting new items or runing out of items. Its easy to switch between my differen...
by SirSmuggler
Mon May 13, 2019 9:36 am
Forum: Gameplay Help
Topic: Handling 7 Science Paks
Replies: 36
Views: 3328

Re: Handling 7 Science Paks

Last I checked, there where more then one side on a lab, infact I think it was four sides. So by utilizing only half the sides I can get supply from 4 belts, so I even have a lane to spare :lol:
by SirSmuggler
Fri Apr 05, 2019 10:38 am
Forum: Balancing
Topic: Map gen puts enemies too close
Replies: 50
Views: 2674

Re: Map gen puts enemies too close

With the random nature of the terrain/resource/biter generation, it will be next to imposible to get a "default" setting that allways generates a properly hard game. It will inevitably some times produce a "to hard" map and other times a "to easy" map, even if most of them will be okish. The randomn...
by SirSmuggler
Thu Apr 04, 2019 6:01 am
Forum: General discussion
Topic: Danger Will Robinson, Danger!!! 0.17 Trains
Replies: 31
Views: 2132

Re: Danger Will Robinson, Danger!!! 0.17 Trains

And the moral of the story is of course, don't drive trains manualy! It's blody dangerous!
by SirSmuggler
Thu Mar 21, 2019 8:44 am
Forum: General discussion
Topic: .17 coal power ratios
Replies: 26
Views: 2038

Re: .17 coal power ratios

+1 for not everything needs to have perfect ratios.
by SirSmuggler
Mon Mar 18, 2019 3:23 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 11929

Re: Lategame mining options are lacking

If you use filters, then the fuel slots will be empty one way and the plate slots will be empty the other way. The end result will still be only half the avalible cargospace beeing used on average. Am I missing something? Fuel is used very slowly compared to ore. One coal can smelt many units of or...
by SirSmuggler
Mon Mar 18, 2019 7:45 am
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 11929

Re: Lategame mining options are lacking

It's a common practice to integrate smelters into mining outposts. I wouldn't call it common. Early game would have to feed coal to every ore outpost and that's a lot of extra work. Mid game doesn't need the extra train efficiency, there aren't enough materials flying around to care. Late game does...
by SirSmuggler
Fri Mar 15, 2019 11:24 am
Forum: General discussion
Topic: Research going too fast/easy while I do other things?
Replies: 22
Views: 2038

Re: Research going too fast/easy while I do other things?

I think reseach seems to "fly by" for veteran players and players how have watched a lot of you-tubers play. For me when I first played the game (and I going to assume that this is simmilar for a lot of players, even if not for all) I built a couple of smelters for my iron and automated some red sci...
by SirSmuggler
Thu Mar 14, 2019 6:45 am
Forum: General discussion
Topic: Research going too fast/easy while I do other things?
Replies: 22
Views: 2038

Re: Research going too fast/easy while I do other things?

It seems to me the easiest solution is to not start a new research until you feel ready? There is nothing forcing you to keep reseach going all the time.
by SirSmuggler
Mon Mar 04, 2019 1:15 pm
Forum: General discussion
Topic: [0.17.x]New worm exploit/strategy
Replies: 13
Views: 1917

Re: [0.17.x]New worm exploit/strategy

The real challenge is to move in a way that makes the worms take out the nests for you ;)
by SirSmuggler
Fri Jan 25, 2019 7:01 am
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 12241

Re: Did no one else notice massive nerf of tank in 0.17?

If you used the tank for the MG, then you were using the tank all kinds of wrong. You use the tank for the damn cannon, with explosive shells and enough upgrades you can wipe out a base in 1 or 2 shots in most cases. Only then needing to use the MG for mop up. Add in the fact that your personal def...
by SirSmuggler
Tue Jun 19, 2018 6:06 am
Forum: General discussion
Topic: Logistic Network Research
Replies: 37
Views: 4367

Re: Logistic Network Research

It seems to me what we are disscussing here is the place in the techtree for the logistic network, not the existens of it (or of logistics bots in general). The entire techtree is by it's very nature an artificial limitation on "creativity" and "options". If we do away with it completely and everyth...
by SirSmuggler
Tue Dec 12, 2017 8:26 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 8745

Re: We can not dig out landfill

I think it would be cool to replace landfill with some sort of iron bridge/support structure over water so the original water is still there but you can build stuff on top of it. This might be hard to implement if entities are supposed to be non-overlapping. BTW, this request will come back with cl...

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