Search found 194 matches

by Xeorm
Thu Jul 16, 2020 6:58 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 18
Views: 2304

Re: Efficiency Module Scaling

Any math around calculating modules should include beacons as well. I'm fine with any reasonable change to efficiency modules. To me they are what they are and I use them to suit my various situations. I only ever use level 3 modules well into spreading out to feed the main factory. Those that thin...
by Xeorm
Mon Jul 13, 2020 3:47 pm
Forum: General discussion
Topic: Modal of available energy production in vanilla games
Replies: 7
Views: 687

Re: Modal of available energy production in vanilla games

It was somewhere between 40-80 MW for me, depending on your definition of mid game. Problem with power generation was that it goes up hard after a bit. You go from most of your power coming from miners, to then expanding your number of miners quickly plus adding bot towers and ever more laser turret...
by Xeorm
Sat Jun 20, 2020 5:39 am
Forum: General discussion
Topic: Criticism of the 0.18.32 fluid mixing changes.
Replies: 11
Views: 1784

Re: Criticism of the 0.18.32 fluid mixing changes.

I'm thinking you're following the wrong track here. My reading of their changes was that they wanted and intended pipes to be a one fluid system. It's the only way the system tended to really work, as they didn't have any (intentional) ways for the player to mix fluids and still have things work out...
by Xeorm
Sun May 17, 2020 3:43 am
Forum: Ideas and Suggestions
Topic: Construction Robot issues that have been bugging me for ever and possible solutions
Replies: 4
Views: 279

Re: Construction Robot issues that have been bugging me for ever and possible solutions

1. I wouldn't be concerned personally with the gameplay effects of construction robots taking time to deconstruct objects. It would obviously increase the time required, but I don't think it would do much. The timing feels bad as the player, but that's from there only being one of us. I'd think that...
by Xeorm
Tue May 12, 2020 6:12 pm
Forum: Ideas and Suggestions
Topic: Ability to bind a key to /Shout
Replies: 8
Views: 284

Re: Ability to bind a key to /Shout

Just don't be surprised that doing things in an odd way requires a fair amount of workarounds in order to function properly.
by Xeorm
Sun May 10, 2020 10:40 pm
Forum: Ideas and Suggestions
Topic: Ability to bind a key to /Shout
Replies: 8
Views: 284

Re: Ability to bind a key to /Shout

there is the `/s` shorthand... Hey Klonan, thank you for the reply, it is good to know /shout can be shortened to /s. Still, I'd like to think that the current implementation of the chat was rushed and only a temporary measure. I think having to type commands to chat is a bad game design. Why are y...
by Xeorm
Sun May 10, 2020 10:31 pm
Forum: Gameplay Help
Topic: Stuck at lubricant production
Replies: 13
Views: 841

Re: Stuck at lubricant production

My general suggestion would be to look for products that use the ingredients you have extra of and see about making those, along with the thing you really want. Both solid fuel and plastic are heavily used in science production, so I'd suggest looking there first. You might also want to look into mo...
by Xeorm
Wed May 06, 2020 7:41 pm
Forum: General discussion
Topic: [0.18] There is No Spoon
Replies: 14
Views: 2221

Re: [0.18] There is No Spoon

I would definitely say that lazy bastard is easier than doing it in 8 hours unless you're using a guide of some sort. Lazy bastard takes a bit to start, but it's really not that bad once you've gotten started and learned some basic tricks. Would not combine them though.
by Xeorm
Tue May 05, 2020 4:47 pm
Forum: General discussion
Topic: [0.18] There is No Spoon
Replies: 14
Views: 2221

Re: [0.18] There is No Spoon

Please remind me: »There is No Spoon« is launching a rocket in less than 8 hours, right? Do you think this is a good achievement to go after as a first? I can feel an itch for completing the achievements for this game! Either that or the lazy man's one. Learning to launch a rocket by having your fa...
by Xeorm
Sat May 02, 2020 6:37 pm
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 1477

Re: Remove Train Stop research, add Train Stop to first "Railway" research

Disagree. Having basic trains as a beginning tech lets a new player experiment with the trains first, and there is a fair bit to experiment with. Such as building the tracks and train and learning how to pilot the train, how it moves, etc. Train stops are useful only after that training period when ...
by Xeorm
Mon Apr 13, 2020 12:47 am
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 1422

Re: Deathworld shouldn't be about time race

If you're looking at evolution I'd recommend using the /evolution command in the console. It's not cheating or anything, so you're free to use it, and it'll tell you how much evolution is from each of the 3 factors. Which is important, because personally, I find that time usually isn't a big factor ...
by Xeorm
Wed Mar 25, 2020 7:17 pm
Forum: Gameplay Help
Topic: Please explain Maximum Expansion Distance
Replies: 5
Views: 454

Re: Please explain Maximum Expansion Distance

Maximum challenge I'd think would come from decreasing the distance. It'll more tightly pack them in, making them harder to root out.
by Xeorm
Mon Mar 23, 2020 1:44 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662311

Re: Development and Discussion

pezzawinkle wrote:
Mon Mar 23, 2020 1:36 am
That is indeed the tech overhaul, which you can turn off. But i do highly recommend the challenge :D
Well yea. Tech overhaul in general. But it seems like an accident to have automation so far down the tree :lol: :evil:
by Xeorm
Mon Mar 23, 2020 1:15 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662311

Re: Development and Discussion

Did I miss a mod or option somewhere? Started things up to check out the new updates and the first automation tech is locked behind red science packs. It's doable to get down there, but I don't really want to hand craft 1000+ science just to get there :lol:
by Xeorm
Sun Mar 15, 2020 5:29 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662311

Re: Development and Discussion

So I'm working on my crystal processing zone and just got my puffer stuff up and running...For the love of god is there anyway to change/disable the puffer refugiume sounds? Also is there anyway to actually get rid of polluted artificial fish water? Neither the flare stack nor clarifier wake care o...
by Xeorm
Sat Mar 14, 2020 3:25 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662311

Re: Development and Discussion

evandy wrote:
Sat Mar 14, 2020 2:41 pm
Is there a reason that we can not directly make charcoal from wood, but have to go through cellulose fiber to get there? Or is that a seablock decision and I need to go ask Trainwreck?
Seablock
by Xeorm
Fri Mar 06, 2020 7:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662311

Re: Development and Discussion

Feedback on bio design: I really liked the idea of it being slow to start but consistent to keep going. The seeds are a good example where getting one set of the harder seeds is rare, but once you do you can keep up production on that set. Then after there's an additional chance to get more seeds fo...
by Xeorm
Fri Mar 06, 2020 9:27 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662311

Re: Development and Discussion

Looking through all the new Bio stuff on my Seablock. Trying to determine how I can get a supply of "small biters" to start my biter zoos, given that seablock turns off everything but worms? I can't find any recipes in FNEI to create them (just cut them up into meat, and to breed them). Am I missin...
by Xeorm
Sun Mar 01, 2020 10:45 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 16
Views: 934

Re: Doodads and plants over concrete floors :(

I also preferred the old concrete floor look, but do find that the new stuff "fits" the style they have going. As long as the old tiles exist still in art for mods to use I'm quite happy with things.
by Xeorm
Sun Mar 01, 2020 7:14 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 16
Views: 934

Re: Doodads and plants over concrete floors :(

Yea, it does look awkward to have fresh concrete still covered in grass. Ore isn't necessarily bad, as I do like the speed buff but may want the ore to stay, but it can still look wonky.

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