Search found 359 matches

by dood
Wed Sep 25, 2019 12:52 am
Forum: Balancing
Topic: Poison Capsules Should Produce Pollution
Replies: 7
Views: 584

Re: Poison Capsule tweaks

What does the pollution help with?
Do the biters get angry at the poison mist and run into it?
by dood
Tue Aug 13, 2019 9:35 am
Forum: Gameplay Help
Topic: How do people get their first alien artefact?
Replies: 5
Views: 547

Re: How do people get their first alien artefact?

They added artifacts back in?
What? When?
by dood
Sun Jul 28, 2019 5:10 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 45874

Re: Friday Facts #305 - The Oil Changes

If nothing else, basic oil processing should be way more efficient if you just want petroleum so there's a reason to build it at all later on. It's way too attractive as it is. Many people will just produce all their plastic with BOP and skip most of the cracking. Yes you lose some product, but wit...
by dood
Sat Jul 27, 2019 9:02 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 970
Views: 45874

Re: Friday Facts #305 - The Oil Changes

At least don't make advanced oil processing just an upgrade that gives way more petroleum on top of also giving heavy and light oil which you can then convert into even more petroleum. If nothing else, basic oil processing should be way more efficient if you just want petroleum so there's a reason t...
by dood
Sun Jul 21, 2019 1:55 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41093

Re: Friday Facts #304 - Small bugs; Big changes

What happened to your idea to make early construction bots?
All you did now is push them back even further.
by dood
Mon Jun 10, 2019 1:32 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 9672

Re: Friday Facts #298 - Demo upgrade for Stable

I don't get it. Why do you need a 1x1 "quest item consumer"? Why not just use an inserter like in the actual game? The "quest item consumer" already exists in the form of the assembler which is a thing that actually exists in free play. Creating a new special campaign only thing only serves to confu...
by dood
Tue Apr 30, 2019 5:18 pm
Forum: General discussion
Topic: Forts or walls
Replies: 28
Views: 2386

Re: Forts or walls

Why would you ever want to build something that instantly overflows your inventory if you ever want to deconstruct it? You do not have to collect all ammunition. If you expand, just connect old belt to new with priority splitter. If necessary, it is relatively easy to change direction of the belt. ...
by dood
Tue Apr 30, 2019 8:22 am
Forum: General discussion
Topic: Forts or walls
Replies: 28
Views: 2386

Re: Forts or walls

Why would you ever want to build something that instantly overflows your inventory if you ever want to deconstruct it?
by dood
Fri Apr 26, 2019 9:43 am
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 55
Views: 4623

Re: Are Bitters unnecessary?

gnbo wrote:
Sat Apr 20, 2019 10:11 pm
Especially in the endgame I find it much too easy to keep the biteers under control.
We should probably not think in terms of "too easy" if it takes 10 minutes for you to reach the other end of your base and do something about the "hard" enemies.
That kind of thing gets old really fast.
by dood
Fri Apr 19, 2019 11:50 am
Forum: General discussion
Topic: Finding myself not playing because of dreary atmosphere
Replies: 8
Views: 786

Re: Finding myself not playing because of dreary atmosphere

Yeah the game is pretty low on contrast in general.
by dood
Wed Apr 17, 2019 1:36 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 8305

Re: Invert Landfill

I believe the problem is that per-tile data is very heavy. Currently for each tile 2 layers are stored : terrain and flooring. Revertible landfill needs third layer to be stored. Doesn't it already have that data somewhere? If I landfill something and mouseover with landfill, the tile overlay is gr...
by dood
Wed Apr 17, 2019 12:46 pm
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 55
Views: 4623

Re: Are Bitters unnecessary?

They're something to do.
by dood
Wed Apr 17, 2019 12:43 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 8305

Re: Invert Landfill

It wouldn't hurt to have the ability to remove landfill.
Just the one you placed.
by dood
Wed Apr 17, 2019 12:40 pm
Forum: Ideas and Suggestions
Topic: Return the object avoidance mode for ghost rail building
Replies: 19
Views: 986

Re: Return the object avoidance mode for ghost rail building

I always thought of that ghost mode as something you grow out of as soon as you figured out how blueprints and trains work. In the early game, a long spaghetti ghost rail does nothing for you so why are you messing around with it? Just build rails. If you keep running into things you can't remove, w...
by dood
Wed Apr 17, 2019 12:26 pm
Forum: Ideas and Suggestions
Topic: Return the object avoidance mode for ghost rail building
Replies: 19
Views: 986

Re: New rail placing system :(

There's virtually no difference if you build rails by hand.
You just can't get a ghost that snakes around trees anymore and what was your use for that anyway?
I see nobody whining that there is no system in place that spaghettifies their belts around obstacles right now.
by dood
Sat Apr 13, 2019 8:08 am
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 10653

Re: Friday Facts #290 - Rail building changes & High-res icons

Wouldn't multiple versions of every icon be a huge load on vram?
by dood
Thu Mar 28, 2019 11:07 am
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 115
Views: 64733

Re: Friday Facts #120 - Spidertron

Like other alternative vehicle mods, this would be a neat gimmick for 5 minutes unless you can at the very least automate it to go to places without crashing into trains while being at least as fast as a train and go back to base to restock on materials on its own because every vehicle has to compet...
by dood
Fri Mar 15, 2019 9:49 am
Forum: Balancing
Topic: [0.17] Personal laser defense gets too good
Replies: 13
Views: 1400

Re: [0.17] Personal laser defense gets too good

Laser turrets are not "too good", they are just convenient. They actually suck now, especially if you build power poles right next to them which can get caught in acid. Their damage seems to have taken a huge hit from constant beam conversion and they keep getting overrun. I don't think comparing th...
by dood
Fri Mar 15, 2019 9:42 am
Forum: Ideas and Suggestions
Topic: Please allow me to toggle a locomotive into "personal train" mode
Replies: 11
Views: 326

Re: Please allow me to toggle a locomotive into "personal train" mode

I've never needed "hundreds of train stations".
This seems like an user generated problem.
by dood
Fri Mar 15, 2019 9:39 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 106188

Re: Solar panels less of a no-brainer

Has anyone thought that maybe iterating through 10k+ solar panels to check against pollution might be a wee little UPS hit?

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