Search found 8 matches
- 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 ...
- 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.
- 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...
- 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
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.eX_ploit wrote:Why 1.4 packs per second?
- 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...
- 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...
- 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.
If you are willing to put in the work, they are without cost once you have an appropriate blueprint.
- 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.
As a logical consequence, our base ran entirely on corpses from spawners surrounded by turrets.