Search found 8 matches

by DemRat
Fri Sep 08, 2023 6:54 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196781

Re: Friday Facts #375 - Quality

I really like the potential for fun puzzles with the recyclers and quality levels, it introduces a new kind of setup that I am looking forward to. My biggest fear is choice paralysis. Should I sort out the odd Legendary circuit for later use? Should I gun for high quality immediately? What should I ...
by DemRat
Mon Jun 19, 2017 7:07 am
Forum: Balancing
Topic: Defender robots OR: red-headed stepchildren of rebalancing
Replies: 5
Views: 3325

Re: Defender robots OR: red-headed stepchildren of rebalancing

I personally don't use follower robots at all, but my guess is that they are useful as extra dps, as they shoot additionally to your own weapon of choice.
by DemRat
Sun Jun 18, 2017 5:13 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 1.4 Reds/s
Replies: 5
Views: 4550

Re: 1.4 Reds/s

Did I say that I'm finished? :P I'm currently working on the 1.4/s High Tech setup, green through Production are already done. Once I have a blueprint for each Pack type, I can create a factory that creates exactly 1.4 packs per second of every type as long as it is supplied with enough material, so...
by DemRat
Sun Jun 11, 2017 8:51 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 1.4 Reds/s
Replies: 5
Views: 4550

Re: 1.4 Reds/s

eX_ploit wrote:Why 1.4 packs per second?
By standardizing all of these Blueprints to 1.4 packs per second, upgrading your science pack production is as simple as supplying one additional set of these Blueprints with enough materials. The .4 comes from the Productivity modules.
by DemRat
Fri Jun 02, 2017 1:21 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 1.4 Reds/s
Replies: 5
Views: 4550

1.4 Reds/s

One of the common problems I face in this game is that no matter what layout I start with, somewhen it always fails because the belts don't have enough throughput and extending the system would make everything weird and ugly. While it may be fun to jury-rig a system to handle in/outputs that it wasn...
by DemRat
Wed May 31, 2017 9:27 am
Forum: Ideas and Suggestions
Topic: Versioning for blueprints
Replies: 5
Views: 2977

Re: Versioning for blueprints

Given that placing ghosts is a thing, it'd be nice if we could use the same feature to add stuff to blueprints directly. We can already have any imaginable blueprint anyway by simply creating it in another game and saving it locally, so it'd just make 'creating the right blueprint' or 'fixing this s...
by DemRat
Sat May 27, 2017 10:01 pm
Forum: Balancing
Topic: Circuitry Wires are expensive and finicky
Replies: 3
Views: 1651

Re: Circuitry Wires are expensive and finicky

Funfact: Construction robots can place circuitry wires without actualy having any available.

If you are willing to put in the work, they are without cost once you have an appropriate blueprint.
by DemRat
Sat May 27, 2017 2:41 am
Forum: Ideas and Suggestions
Topic: Make Aliens desireable again
Replies: 4
Views: 1686

Re: Make Aliens desireable again

DyTech has biter corpses that can be tourned into bones, which in turn can be burned to bone ash which is a fuel.

As a logical consequence, our base ran entirely on corpses from spawners surrounded by turrets.

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