Search found 204 matches

by Cribbit
Mon Jul 01, 2024 1:54 pm
Forum: Ideas and Requests For Mods
Topic: [NEEDING IDEAS] Gauntlet for ore
Replies: 2
Views: 431

Re: [NEEDING IDEAS] Gauntlet for ore

The easiest way to nicely force "miners only" is to make ore very dense. So that logistically it needs to be moved to a central location before being processed.
by Cribbit
Sat Jun 29, 2024 11:11 pm
Forum: Ideas and Suggestions
Topic: Mods should have better control over versions
Replies: 9
Views: 727

Re: Mods should have better control over versions

This is what players get on a mod update right now. No changelog. I should've realized the high # of changed recipes and sought it out tho Mod changelogs exist where you actually update mods and even before you choose to update the mod image.png I'm not saying they don't exist. I'm saying you have ...
by Cribbit
Fri Jun 28, 2024 10:27 pm
Forum: Ideas and Suggestions
Topic: Mods should have better control over versions
Replies: 9
Views: 727

Re: Mods should have better control over versions

Image

This is what players get on a mod update right now. No changelog. I should've realized the high # of changed recipes and sought it out tho
by Cribbit
Fri Jun 28, 2024 10:26 pm
Forum: Ideas and Suggestions
Topic: Mods should have better control over versions
Replies: 9
Views: 727

Re: Mods should have better control over versions

1. The version of a mod should be included in a save. When the game auto installs mods to load a save, it should install the correct versions. 2. Mod makers should be able to designate an update as breaking, which creates warnings for users before they upgrade the mod. 3. Mods should be downgradeab...
by Cribbit
Tue Jun 25, 2024 4:04 pm
Forum: Ideas and Suggestions
Topic: Mods should have better control over versions
Replies: 9
Views: 727

Mods should have better control over versions

1. When the game auto installs mods to load a save, it should install the correct versions. 2. Mod changelog should be shown when updating. 3. Mods should be downgradeable via the game itself. While the external process isn't that hard it shouldn't be necessary. 4. Players should be notified when a ...
by Cribbit
Thu Feb 02, 2023 6:58 pm
Forum: Gameplay Help
Topic: How is pollution vs energy consumption calculated?
Replies: 2
Views: 970

How is pollution vs energy consumption calculated?

Specifically when 'min consumption' or 'drain' is taken into account. For example, assembler 2 is 150kw base, 5kw drain, 3 pollution. In game UI shows this as 155kw active, 3 pollution. Factory planner shows this as 155kw for 3.1 pollution. These differences show up with the expected differences wit...
by Cribbit
Sun Jul 17, 2022 9:09 pm
Forum: Balancing
Topic: Move combat shotguns earlier in the tech tree
Replies: 0
Views: 1421

Move combat shotguns earlier in the tech tree

I had assumed this was already suggested, but searching can't find direct topics on this. I see suggestions for shotgun turrets. I see people complaining that shotguns are useless, bar niche cases. Apologies if I just missed some old thread. Proposed Changes Combat shotgun down to mil 2 (from 3) SMG...
by Cribbit
Wed Jan 20, 2021 11:36 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 141743

Re: Attacking biters with turrets makes all weapons pointless

The efficient clear meta pre-power armor is using turrets as a firebase for cover and to fall back to, not as primary clear. or grenades, or car, or combat robots, ... I meant more in terms of turret's role in combat. Those are the things you would use as your direct attacks, vs the old days of tur...
by Cribbit
Wed Jan 20, 2021 7:17 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 141743

Re: Attacking biters with turrets makes all weapons pointless

Every time someone posts the same thing it gets merged into this.

I think at this point it's pretty safe to say the original complaint has been solved. The efficient clear meta pre-power armor is using turrets as a firebase for cover and to fall back to, not as primary clear.
by Cribbit
Wed Mar 11, 2020 2:36 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 153872

Re: [MOD 0.18] KRASTORIO^2

Will there be any way to port Krastorio saves to this, or will it be start from scratch only?
by Cribbit
Wed Feb 26, 2020 11:28 pm
Forum: Ideas and Suggestions
Topic: Super Radar and Nuclear ICBMs or why uranium needs balancing
Replies: 6
Views: 2615

Re: Super Radar and Nuclear ICBMs or why uranium needs balancing

Radar distance research sounds neat. If there isn't a mod for that already I can look into making that. Definitely also been disappointed with late game map FOW clearing. I usually end up just setting up rail to go really far and using whatever patches I find out there, rather than continuing to eve...
by Cribbit
Wed Dec 04, 2019 7:51 pm
Forum: Not a bug
Topic: damage isn't rounded well?
Replies: 14
Views: 4272

Re: damage isn't rounded well?

Floating point numbers just kind of do this. It's their thing.
by Cribbit
Thu Nov 28, 2019 7:52 am
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 33181

Re: Removing fluid temperature - thoughts?

It wasn't on the first three pages :( And now i have to post it again because no one reads the thread responses that happen to be at the bottom of the previous page (literally 2 posts prior to yours proving you didn't read the latest responses)? EDIT: Your post doesn't even answer the question, and...
by Cribbit
Thu Nov 28, 2019 7:32 am
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 33181

Re: Removing fluid temperature - thoughts?

What even happens right now in game if you mix two different temperature steams? What even happened to reading the thread before posting? It wasn't on the first three pages :( EDIT: Your post doesn't even answer the question, and I have now read the entire thread and no one answers the question?
by Cribbit
Thu Nov 28, 2019 4:43 am
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 33181

Re: Removing fluid temperature - thoughts?

What even happens right now in game if you mix two different temperature steams?
by Cribbit
Mon Nov 25, 2019 3:56 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 396467

Re: [MOD 0.17] Industrial Revolution

- Rocket and tank cannon firing rate technologies were removed and not replaced. - The cost of rockets, tank cannon shells, artillery shells increased. Ouch! That's going to make uprooting nests at evolution 50-90 much more troublesome. My tactic has been to get close enough to knock over 2-4 spawn...
by Cribbit
Sun Nov 24, 2019 5:59 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 396467

Re: [MOD 0.17] Industrial Revolution

[*] Reverses how the watchtower works, now it reveals the nearby area and doesn't scan chunks. I actually like that it's a scanner and not a nearby reveal. I don't think your base should or needs to be massive before you reach electricity. However, finding first iron/rubber in early game can be a p...
by Cribbit
Fri Nov 22, 2019 1:02 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 396467

Re: [MOD 0.17] Industrial Revolution

I love this mod, but I'm having a bit of trouble balancing my copper ore washing line. It appears that the clean water/dirty water throughput adds up to the point where I can't get more than a handful of ore washing machines connected to the same output (dirty water) manifold before the water backs...
by Cribbit
Fri Nov 22, 2019 1:00 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 396467

Re: [MOD 0.17] Industrial Revolution

I love this mod, but I'm having a bit of trouble balancing my copper ore washing line. It appears that the clean water/dirty water throughput adds up to the point where I can't get more than a handful of ore washing machines connected to the same output (dirty water) manifold before the water backs...
by Cribbit
Wed Nov 20, 2019 10:20 pm
Forum: Ideas and Suggestions
Topic: Idea from They are Billions
Replies: 3
Views: 1813

Re: Idea from They are Billions

Sounds like a good mod idea.

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