Better solution:
Remove the bonus of armor resistances to the shield... Add a resistances section to the shield itself.
This would also allow us to specify a different set of resistances between shields. So you could have better resistances on a shield MK2 than the original.
And from a modding ...
Search found 11 matches
- Tue Nov 29, 2016 11:00 pm
- Forum: Balancing
- Topic: Shields vrs. armor hit points
- Replies: 10
- Views: 4507
- Tue Nov 29, 2016 10:33 pm
- Forum: Balancing
- Topic: Conveyors OP?
- Replies: 18
- Views: 6108
Re: Conveyors OP?
i was talking yellow belts actually.
6 fast inserters can fill 1 yellow belt.
3 iron per tile, 90 per 30 tiles. slightly cheaper than rail, but obviously slower.
also i can put mixed goods on belts. it just meens i need filter inserters at the other end, and a lot more calculations on storage ...
6 fast inserters can fill 1 yellow belt.
3 iron per tile, 90 per 30 tiles. slightly cheaper than rail, but obviously slower.
also i can put mixed goods on belts. it just meens i need filter inserters at the other end, and a lot more calculations on storage ...
- Tue Nov 29, 2016 4:29 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 75411
Re: Friday Facts #166 - Combat Revisit
The reason why turret creep is so popular is because it's the only way to deal with biters that is scalable without the need for more advanced technology. Since players have a factory to produce as many turrets as they need, any nerf you put on turrets aimed at preventing turret creep (short of ...
- Sat Nov 19, 2016 11:01 am
- Forum: Ideas and Suggestions
- Topic: Eclipses
- Replies: 27
- Views: 31611
Re: Eclipses
Yes, YES! Especially with the possibility of other planets, the addition of inter-planetary resource management would be amazing.
- Sun Nov 13, 2016 11:53 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 130069
Re: Friday Facts #164 - Nuclear power
I really don't think that the exploding reactor is a good idea from a gameplay perspective, Considering the power of reloading, the risk of the explosion would do nothing but push the player to reload to a save before it exploded (unless of course the player tried to make it explode as an offensive ...
- Tue Sep 27, 2016 11:43 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 40743
Re: Nuclear Power from a Nuclear Engineer
With regards to the BeCuriUs's post, I like the idea of enrichment and mining uranium with sulfur and scouting it out with tools (armor mounted, tools, I hope) but I think the power plant should have the steam generators built into it as a crafting material since we'd be expecting some massive ...
- Tue Sep 27, 2016 7:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.17] Biters build too close to players structues
- Replies: 24
- Views: 9958
Re: [0.13.17] Biters build too close to players structues
One possible solution I see for this is if pioneers were scared off by incoming trains and possibly other vehicles. Such that if a group of biters or spitters is setting up camp too close to a railway, they would run off if a train were to come too close. Granted, the range at which trains would ...
- Sun Aug 10, 2014 6:35 pm
- Forum: Gameplay Help
- Topic: Basic strategy for taking out biter nests?
- Replies: 13
- Views: 8603
Re: Basic strategy for taking out biter nests?
Would you be capable of outrunning the biters on foot? If so, set up some turrets out of range of the biter spawner, ram the spawner with your vehicle, and run straight to the turrets. This may require power armor or an exoskeleton. Also, a few drive by's with conventional rockets is enough for me ...
- Sun Aug 10, 2014 6:29 pm
- Forum: Gameplay Help
- Topic: Preferred combat style
- Replies: 3
- Views: 1984
Re: Preferred combat style
One option you have once you have access to the rocket launcher and automobile is to conduct a drive by on biter spawners. This is particularly useful when your own armor is insufficient to handle a spawner or cluster of spawners, as you can easily outrun big biters in a vehicle without facing the ...
- Wed Aug 06, 2014 9:27 am
- Forum: General discussion
- Topic: Using a main conveyor track.
- Replies: 27
- Views: 13763
Re: Using a main conveyor track.
This game really reminds me of a little school project we did in history regarding the industrialization era. We were basically given some of the paper book covers and were shown a slide show, we had to do what the slide show told us to do in 30 seconds (i.e. draw 30 factories for one slide and ...
- Wed Aug 06, 2014 5:34 am
- Forum: General discussion
- Topic: Using a main conveyor track.
- Replies: 27
- Views: 13763
Using a main conveyor track.
So I've been playing for about two days now, and on my first factory, decimated by biters and left the save. On my second world and second factory, I had this "Genius" idea to set up a main conveyor belt to transport virtually everything down and simply use smart inserters... It was actually running ...