Search found 77 matches
- Thu Mar 22, 2018 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 13353
Re: Cover ore with bricks/concrete
I find this thread and all replies humorous.
- Mon Mar 19, 2018 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Introduce new speed run option(s)
- Replies: 4
- Views: 4849
Re: Introduce new speed run option(s)
Sure, include a standard speed run map also. Or series of maps. I'm talking about personal achievements, but it could be nice to have in-game options for speed runners who want to compete with other players.
- Mon Mar 19, 2018 12:57 pm
- Forum: Ideas and Suggestions
- Topic: Introduce new speed run option(s)
- Replies: 4
- Views: 4849
Introduce new speed run option(s)
I think it would be interesting to have a check box at map creation titled something like "enable speed run achievements," which when checked would disable blueprints, only allow randomized map conditions within certain allowed parameters, and have other restrictions to control trivializing the ...
- Sat Mar 17, 2018 8:26 pm
- Forum: Technical Help
- Topic: Haven't played since .15, having UPS issues now
- Replies: 2
- Views: 1657
Haven't played since .15, having UPS issues now
I haven't seen anything posted here or on Reddit about UPS issues, but I've noticed mine tanking here and there on really early progression (haven't even built purple science) where it absolutely wouldn't have, before (a year ago). Although I am playing on a custom map with large amounts of ...
- Fri Jul 21, 2017 1:07 pm
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 18447
Re: Teleporters
Well, we have cars (and tanks) and trains already, so getting from one side of the base to another isn't impossible, but when you have some really damn big maps, it can take a while even traveling straight there on your fastest train.
6 exoskeletons makes cars and tanks obsolete for character ...
6 exoskeletons makes cars and tanks obsolete for character ...
- Fri Jul 21, 2017 12:54 pm
- Forum: Balancing
- Topic: Advanced circuit craft time is too long / unbalanced need
- Replies: 8
- Views: 6425
Re: Advanced circuit craft time is too long / unbalanced need
Ok, maybe "Kilobase" would be a better term ;) Is there an agreed upon threshold for "Megabase"? I used to kinda think of it as 1 rocket per minute, which is about 2x what you need for 10 science/sec but requires a similar base size because of the other science packs.
I'd consider a rocket every ...
I'd consider a rocket every ...
- Fri Jul 21, 2017 11:17 am
- Forum: Balancing
- Topic: [0.15] Research pack changes - too complex/difficult
- Replies: 20
- Views: 12132
Re: [0.15] Research pack changes - too complex/difficult
I realize this thread is a few months old, but in lieu of making a new thread I decided to add my input here.
Iron cost versus everything else is absurd. It would greatly improve the game experience if Iron wasn't needed in 3-4x the quantities of other ores. I've gone through a few million iron so ...
Iron cost versus everything else is absurd. It would greatly improve the game experience if Iron wasn't needed in 3-4x the quantities of other ores. I've gone through a few million iron so ...
- Thu Jul 20, 2017 3:45 pm
- Forum: Balancing
- Topic: Advanced circuit craft time is too long / unbalanced need
- Replies: 8
- Views: 6425
Re: Advanced circuit craft time is too long / unbalanced need
Your "recommended basic amount" of 2 blue belts is WAAY overkill for anything other than a megabase. At that level, you're talking in the ballpark of 8-10 science/sec.
If you want to build a megabase, expect to need a lot of assemblers. ;)
If you consider a factory slightly larger than what you ...
If you want to build a megabase, expect to need a lot of assemblers. ;)
If you consider a factory slightly larger than what you ...
- Wed Jul 19, 2017 3:18 pm
- Forum: Balancing
- Topic: Advanced circuit craft time is too long / unbalanced need
- Replies: 8
- Views: 6425
Advanced circuit craft time is too long / unbalanced need
I understand that the 6 second craft time for advanced circuits is supposed to serve as a middle ground between .5 seconds for electronic circuits and 10 seconds for processing units.
However, in the late game, advanced circuits are almost needed in quantities as much as electronic circuits. For a ...
However, in the late game, advanced circuits are almost needed in quantities as much as electronic circuits. For a ...
- Wed Jul 19, 2017 1:07 pm
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 18447
Re: Teleporters
I necroposted for the reasons stated above, and because it's actually a suggestion with a Kovarex response (rare).
Anyway.
Do people feel that it is too powerful, even if severely restricted? As in, being able to even use it once every 5 minutes for player transportation only is too much?
Anyway.
Do people feel that it is too powerful, even if severely restricted? As in, being able to even use it once every 5 minutes for player transportation only is too much?
- Tue Jul 18, 2017 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Final tier Metal!!
- Replies: 2
- Views: 1702
Re: Final tier Metal!!
Unobtainium?
- Tue Jul 18, 2017 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Research overwhole
- Replies: 7
- Views: 4105
Re: Research overwhole
Reminded me of this https://www.youtube.com/watch?v=WtNHuqHWefUQon wrote:The ideas are just broken in so many ways that it's just a waste of time to list them all and your idea has no benefits.
- Tue Jul 18, 2017 1:47 pm
- Forum: Balancing
- Topic: Pump recipe correction
- Replies: 16
- Views: 8292
Re: Pump recipe correction
Fuel-based pumpjacks could consume some of their own oil production to power themselves.
- Mon Jul 17, 2017 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 18447
Re: Teleporters
+1
Player teleporters, please. End game, after everything has been researched. Massive energy requirement, can't teleport non-living things (other than your gear or inventory). Put a cool down on it, if you have to.
Player teleporters, please. End game, after everything has been researched. Massive energy requirement, can't teleport non-living things (other than your gear or inventory). Put a cool down on it, if you have to.
- Mon Jul 17, 2017 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Fill target with inserters
- Replies: 12
- Views: 5693
Re: Fill target with inserters
After you find a way to overfill assembling machines with stuff so that they have no downtime, you'll find yourself wanting a way to have even faster machines to process all that overfilling. And then you'll want faster assembling machines because with the overkill new speed of your machines, you ...
- Mon Jul 17, 2017 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Switch on/off hand crafting per item
- Replies: 29
- Views: 11105
Re: Switch on/off hand crafting per item
Running around all the time can get frustrating, but sometimes in games we need to struggle at the beginning to truly appreciate the progress later.
- Mon Jul 17, 2017 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Switch on/off hand crafting per item
- Replies: 29
- Views: 11105
Re: Switch on/off hand crafting per item
I've seen others share this same idea, but it seems to complicate the game even more. After having just successfully done a Lazy Bastard run, I better appreciate the value of automating supplies and having them go into chests. If you want to craft something that requires yellow belts but don't want ...
- Mon Jul 17, 2017 2:48 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 89406
Re: Electric trains
Or they could implement the Minecraft solution: powered rail. Just add copper to the crafting recipe and give the track a slightly different look.
Edit: off topic, but I see we became members of this forum only 19 minutes apart. Funny.
Edit: off topic, but I see we became members of this forum only 19 minutes apart. Funny.
- Mon Jul 17, 2017 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Let us give names to Logistic Networks, please
- Replies: 5
- Views: 2378
Re: Let us give names to Logistic Networks, please
Splitting: The names of each split-off network either stay the same or are split into name-1, name-2, name-3, etc. I prefer the former.
I think the concept of splitting networks makes the most sense, rather than merging them. Then you don't have to worry about roboport placement at all, just put ...
I think the concept of splitting networks makes the most sense, rather than merging them. Then you don't have to worry about roboport placement at all, just put ...
- Thu Jul 13, 2017 10:28 pm
- Forum: Implemented Suggestions
- Topic: 5th Logistics Box (Filtered Yellow-or-Red)
- Replies: 12
- Views: 4990
Re: 5th Logistics Box (Filtered Yellow-or-Red)
Why not just have a logistic chest with programmable conditions, like how automated train instructions work at train stops? For example, if solar panels = 0 then the chest becomes a requester chest. If solar panels = 4800 then the chest becomes a provider chest.
Wow! I didn't know you could do ...
Wow! I didn't know you could do ...