Search found 2095 matches

by Ranakastrasz
Thu Mar 04, 2021 9:54 pm
Forum: Ideas and Suggestions
Topic: Filtered Chests Like Train Wagons
Replies: 4
Views: 119

Re: Filtered Chests Like Train Wagons

I second this. Would be great for sorting/storage hybrid systems especially.
by Ranakastrasz
Mon Feb 01, 2021 3:35 am
Forum: Balancing
Topic: Acid pool stack
Replies: 21
Views: 728

Re: Acid pool stack

They get bigger, but I have no idea if the damage increases, if the sticker damage stacks, if larger/deeper flamer puddles deal more damage, or what. I don't generally stand in front of my own flamethrowers. They both deal more damage and last longer when stacked. For clarification, are you talking...
by Ranakastrasz
Sun Jan 31, 2021 10:58 pm
Forum: Balancing
Topic: Acid pool stack
Replies: 21
Views: 728

Re: Acid pool stack

I was wondering if the flame puddles (from handled and turret flamethrowers) also did stack in their effects or not. Might seem unrelated, but both fire and acid puddle could behave the same way (either both stack, or both don't). They get bigger, but I have no idea if the damage increases, if the ...
by Ranakastrasz
Thu Jan 28, 2021 11:57 pm
Forum: Balancing
Topic: Acid pool stack
Replies: 21
Views: 728

Re: Acid pool stack

Generally it is when you don't bother dodging, or keep attacking the same angle, so the whole area gets covered in acid. took me a while to get the hang of it. Before spitter rework, it was pretty much a dps race, no manouvering involved aside from chosing the angle and retreating. That said, damage...
by Ranakastrasz
Sun Jan 17, 2021 6:23 pm
Forum: Ideas and Requests For Mods
Topic: Less Laggy Nuke
Replies: 2
Views: 160

Re: Less Laggy Nuke

I might have not communicated correctly. I believe all of the entities created that move outward radially to simulate the blast wave all individually deal damage as they pass over other damage-able entities, meaning a constant effect of "select all entities in radius" and "Deal damage...
by Ranakastrasz
Sun Jan 17, 2021 12:35 am
Forum: Ideas and Requests For Mods
Topic: Less Laggy Nuke
Replies: 2
Views: 160

Less Laggy Nuke

The nuke is, admittedly, very impressive. However, it seems to involve creating a lot of entities, each of while move away from the epicenter to create the smoke cloud, and presumably all deal damage in a small radius constantly as they move. This, naturally, tends to cause the game to lag when lots...
by Ranakastrasz
Sat Jan 02, 2021 7:22 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Robot Tether
Replies: 0
Views: 95

[Idea] Robot Tether

https://i.imgur.com/2TWApKv.png In the f4 menu, the "show-player-robot" option draws plain, player-colored lines between the player and their robots. Unfortunately, while really, really useful at making sure you know where your robots wandered off to, it doesn't fit with game graphics. Es...
by Ranakastrasz
Thu Dec 31, 2020 5:44 pm
Forum: Off topic
Topic: Games Like Factorio
Replies: 200
Views: 306902

Re: Games Like Factorio

Yea, but I like space engineers, and play it, so don't have to buy Emperion or Avorion or other vaugely similar games. If I had seen one of the othera first, I might well have bought it and had no interest in space engineers. I onlu have so much money to spend on entertainment and only so much time ...
by Ranakastrasz
Thu Dec 31, 2020 1:05 am
Forum: Ideas and Suggestions
Topic: Bridges and Junctions
Replies: 1
Views: 182

Re: Bridges and Junctions

Open TTD is quite closely related. Signals and all. It has bridges and roughly the same train mechanics. Junctions are just something you build, so I don't know what you mean by that. Bridges might be reasonable, but would take some of the fun out of train network deisgn, unless they had shallpw gra...
by Ranakastrasz
Wed Dec 30, 2020 6:10 pm
Forum: Off topic
Topic: Games Like Factorio
Replies: 200
Views: 306902

Re: Games Like Factorio

Try to buy food with compliments. You're assuming that if someone else creates a game inspired by Factorio, the Factorio team loses sales. But why would that be the case? Competition, as always. If there are multiple similar games, people may sometimes choose to buy only one of them. There are othe...
by Ranakastrasz
Thu Dec 24, 2020 3:27 am
Forum: Ideas and Suggestions
Topic: Blueprint cable removal on placement
Replies: 3
Views: 194

Re: Blueprint cable removal on placement

Blueprint saving copper cables? As in how copper cables, red and green cables are annoyingly inconstant because they cost resources if you put them in manually, but free if the blueprint does them? I still think that it should just be a tool, instead of consuming an item. Power lines already have ca...
by Ranakastrasz
Thu Dec 24, 2020 12:58 am
Forum: Ideas and Suggestions
Topic: Blueprint cable removal on placement
Replies: 3
Views: 194

Blueprint cable removal on placement

TL;DR Allow placement of blueprints to remove the missing cable connections on the existing setup. What ? When you place a blueprint down, any cable connections that are missing, but are in the blueprint, are added to the setup. I would like the inverse of this to be the case as well, removing any ...
by Ranakastrasz
Mon Dec 21, 2020 10:24 pm
Forum: Balancing
Topic: 7 Slots for Spaceship
Replies: 2
Views: 438

Re: 7 Slots for Spaceship

Heh. There was a mod that had a few ex-nihlo generators, chests, assemblers, and a science lab scattered about appearing as chucks of the crashed ship. Honestly a more interesting start than just a bunch of random components, fire, and a massive but low capacity chest. Railcars still do a better job...
by Ranakastrasz
Mon Nov 30, 2020 7:28 pm
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 2254

Re: Chain signals are overused

If i design my own intersection or whatever, the rules that i constantly whisper to myself is. Signal- you can enter and wait, and nobody will mind. Chain- if you enter, you must be able to leave immediately. Past that, i try and subdivide as much as feasible so as to imitate what you can do with a ...
by Ranakastrasz
Mon Nov 23, 2020 11:46 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 1051

Re: Better Nerf the Fish

Eh, i watched a deathworld island video where they had to constantly switch between the two. But it IS a degenerate case, so is only rarely an issue. Still, in a situation where you need maximum dps and tech/resources are severely limited, i apperantly can matter https://m.youtube.com/watch?v=66wFVN...
by Ranakastrasz
Mon Nov 23, 2020 10:11 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 1051

Re: Better Nerf the Fish

Fish conflict with grenades and other capsules, which means that if you are healing, you have significantly lower dps.
by Ranakastrasz
Mon Nov 23, 2020 10:07 pm
Forum: Ideas and Suggestions
Topic: Don't allow players to see servers they are unable to join.
Replies: 15
Views: 507

Re: Don't allow players to see servers they are unable to join.

Ah, that makes more sense. Although you can already get the usernames from joining the game, and there aren't alieses. Not sure if this forum uses the same login info as the game, been a few years since I registered, but I would imagine getting usernames is pretty trivial. I would followup with havi...
by Ranakastrasz
Mon Nov 23, 2020 8:12 pm
Forum: Ideas and Suggestions
Topic: Don't allow players to see servers they are unable to join.
Replies: 15
Views: 507

Re: Don't allow players to see servers they are unable to join.

I doubt downloading extra data is a problem. You already have a modlist, which is probably just a list of strings, and you don't have to join to get that.
by Ranakastrasz
Sun Nov 22, 2020 1:48 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 358
Views: 141817

Re: [0.17+] Space Exploration WIP

Is the evofactor universal or per planet? I want to play this, but last time, we got completely overrun a short time after getting into space. Normally the techs to deal with that were available, but space science was still being experimented with. The descriptions suggest that game settings only ap...
by Ranakastrasz
Sun Oct 25, 2020 8:19 pm
Forum: Show your Creations
Topic: Lube-Only-Production
Replies: 24
Views: 1873

Re: Lube-Only-Production

darkfrei wrote:
Sun Oct 25, 2020 7:42 pm
Why not light oil to solid fuel?
Same reason as the beacons. Have to waste the non-heavy oil biproducts. You get less solid fuel this way and hence need less power consumption.

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