Search found 18 matches

by DragonMudd
Mon Oct 14, 2019 6:53 am
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 10
Views: 110

Re: Suggestions to improve biter experience for both new and experienced players

Only the 4th suggestion is about biter path selection. The rest are far more straightforward, and really geared towards the new user experience. And the attached video clips demonstrate that there's still too much variation in biter "logic". Logical biters would have chosen any of the polluters near...
by DragonMudd
Mon Oct 14, 2019 1:07 am
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 10
Views: 110

Re: Suggestions to improve biter experience for both new and experienced players

You're in screwing-around territory Oh definitely. That's the point. With this base I can try out wacky things like leaving gaps and determining exactly what "logic" the biters take. And the "pollution cloud" for a base like this is monstrous and literally just covers everything. But that doesn't m...
by DragonMudd
Sun Oct 13, 2019 7:44 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 10
Views: 110

Re: Suggestions to improve biter experience for both new and experienced players

Just happened to catch another one of those bizarre situations where biters scrape past turrets, ignore a bunch of polluters and other objects, only to attack some solar panels. I reloaded the autosave to see how it started. They were marching up the gap when a logistic bot wandered past, they attac...
by DragonMudd
Sun Oct 13, 2019 6:05 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 10
Views: 110

Re: Suggestions to improve biter experience for both new and experienced players

https://streamable.com/3uu70 I've made a video showing a biter path as it currently works. Obviously this is extra egregious on my megabase, and it is unclear where they would've changed their mind and attacked something else, because they happened to path right by some turrets. But the point is th...
by DragonMudd
Sat Oct 12, 2019 11:23 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 10
Views: 110

Suggestions to improve biter experience for both new and experienced players

TL;DR The biter defense experience as it currently stands rewards working harder (building a barrier around your entire factory), but does not reward working smarter (placing defenses efficiently and strategically). Preface (Feel free to skip to suggestions) First, I want to say I've been playing f...
by DragonMudd
Mon Sep 30, 2019 4:38 am
Forum: Ideas and Suggestions
Topic: Major uranium ore sink
Replies: 19
Views: 874

Re: Major uranium ore sink

Resurrecting this old thread, as I was about to start a new one but searched first. Now that 0.17 is stable, I think we can all agree that Uranium needs more uses. In my current base I have placed 349 miners on Uranium ore*; currently I have consumed 2.5 million Space Science and I have exhausted on...
by DragonMudd
Sun Sep 22, 2019 8:49 pm
Forum: Not a bug
Topic: [0.17.69] Landfill graphics bug: showing a water gap, but I can walk over it
Replies: 1
Views: 115

[0.17.69] Landfill graphics bug: showing a water gap, but I can walk over it

Found this today while laying the new landfill. Was able to walk across this very tiny sliver of water.

Image
by DragonMudd
Sat Jan 27, 2018 9:08 pm
Forum: Ideas and Suggestions
Topic: Indicator for when an oil field has been exhausted
Replies: 2
Views: 304

Re: Indicator for when an oil field has been exhausted

Yes, when I said 'exhausted' I meant 'at it's minimum rate'. The issue is the minimum rate is different for each well (bottom rate is MAX(2/s, 20% of original well rate), so if the well was originally more than 10/s it will be some different value), and setting up individual alarms for every well wh...
by DragonMudd
Sat Jan 27, 2018 6:58 pm
Forum: Ideas and Suggestions
Topic: Indicator for when an oil field has been exhausted
Replies: 2
Views: 304

Indicator for when an oil field has been exhausted

Some of us like to use production modules in our pumpjacks, and then later switch to speed modules when the oil field's yield has been reduced to the bottom. The problem is that if an oil field started with >10/s yield, there's no easy way to tell if it's been exhausted yet, since the bottom will be...
by DragonMudd
Mon Jan 22, 2018 11:00 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Replies: 37
Views: 6116

Re: [0.16.17] Crash one minute after loading save from 0.16.16

Same. No mods. Even crashed when I just sat there and did nothing. Crashed at the exact same moment (some turrets were firing on biters somewhere).
by DragonMudd
Fri Jan 12, 2018 9:21 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 118514

Re: Friday Facts #225 - Bots versus belts (part 2)

After reading some comments this past week and today on reddit, I would like to suggest a slight redirection as to the problem. The problem is not with bots, but with electrical power. 1) What drawback are bots meant to have? They're supposed to require a huge energy cost. And in swarms, they actual...
by DragonMudd
Sat Jul 01, 2017 5:04 am
Forum: Resolved Problems and Bugs
Topic: [15.25]Crash when bots are building
Replies: 4
Views: 386

Re: [15.25]Crash when bots are building

I just encountered what sounds like the same scenario. Building a huge blueprint with a bunch of bots, and encounter a crash even though I'm just standing still. Switched to 0.15.26 and didn't get a crash. Attached are previous and current logs, and save file, just in case there's useful info in the...
by DragonMudd
Sat Dec 24, 2016 3:52 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 17841

Re: Friday Facts #170 - Blueprint library GUI design and redesign

b) I would like to have the possibility to zoom ( and move shown zoom-in ) the blueprint preview. It happens quite often that i just want to change only some parts on a 2k+ items blueprint. Right-clicking them with the given preview becomes close to impossible at some point. d) I know there are mod...
by DragonMudd
Fri Dec 23, 2016 6:01 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 17841

Re: Friday Facts #170 - Blueprint library GUI design and redesign

In 0.14, there is an icon next to the “Blueprint” title that looks like a refresh button. That's how you rename it. Maybe it should not have taken a UI designer to tell us that that was the wrong icon for the task, but at least someone finally told us. While we're on that, the "refresh" icon in the...
by DragonMudd
Fri Dec 23, 2016 5:59 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 17841

Re: Friday Facts #170 - Blueprint library GUI design and redesign

1) Will there still be a way to shift-scrollwheel through your library of blueprints? That feature is indispensable to me. 2) Any chance of adding an additional tickbox to the blueprint to allow copying electrical connections to make them work like color wire connections? I know in the past it's bee...
by DragonMudd
Fri Oct 28, 2016 6:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
Replies: 29
Views: 7983

Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions

I decided that it is not worth it, as we want to keep the automatic copper cable connections. Does this mean you will not be supporting power switch connections? We support them, just not in the blueprint. The poles next to the power switch would still connect, so it would be quite useless overall....
by DragonMudd
Thu Oct 27, 2016 6:23 pm
Forum: Ideas and Suggestions
Topic: Feature Request - option for blueprints to retain electrical
Replies: 3
Views: 273

Feature Request - option for blueprints to retain electrical

I was working on a blueprint to allow me to easily break up sections of my factory with automated power switches, so that if I only need 60% output from a given section, only 60% of the assemblers and beacons would cost power. I realized that while the blueprint was great, when I placed these sectio...

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