Search found 3003 matches

by BlueTemplar
Thu Nov 21, 2024 1:51 am
Forum: Resolved for the next release
Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
Replies: 38
Views: 1833

Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working

If a robot is going over a 'lake', then the exception of going over a 'lake' will apply.
by BlueTemplar
Thu Nov 21, 2024 1:45 am
Forum: General discussion
Topic: Space Age general Questions
Replies: 144
Views: 33489

Re: Space Age general Questions

Activate inserters on a timer ?
by BlueTemplar
Wed Nov 20, 2024 9:31 pm
Forum: Bug Reports
Topic: [2.0.15] Map shows red dots where nothing exists
Replies: 8
Views: 378

Re: [2.0.15] Map shows red dots where nothing exists

So, it's some kind of leggy nonsense ?
by BlueTemplar
Wed Nov 20, 2024 9:24 pm
Forum: Resolved for the next release
Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
Replies: 38
Views: 1833

Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working

Just to be clear, the fix we're now talking about was already in 2.0.0(?), and was talked about in that FFF , while the one coming to 2.0.21 is a different one. So I'm skeptical that it hasn't been caught in ~15 months of closed beta testing, as well as a month of release... The 'oscillating' bit wa...
by BlueTemplar
Wed Nov 20, 2024 11:20 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 141
Views: 9440

Re: Ability to craft lower quality with higher quality

How do you weigh cycles, alternate recipes, productivity changing base resources for different chains differently, separate chains for the same result ?
by BlueTemplar
Wed Nov 20, 2024 11:06 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 17
Views: 951

Re: Gleba early game should be made easier significantly

Would be nicer if the evolution curves where adjusted to be something more like Nauvis, where the stronger enemies are introduced gradually. Actually, Gleba enemies and spawn rates were rebalan ed in 2.0.17, so it should already feel smoother. I don't know what they were before 2.0.17, but this isn...
by BlueTemplar
Wed Nov 20, 2024 11:00 am
Forum: Resolved for the next release
Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
Replies: 38
Views: 1833

Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working

What kind of layout would that be ? So we changed the selection logic, so that the robot tries to always charge at a roboport that is closer to the destination than the robot is. This means that even if the robot will potentially fly with low energy for longer, it will always be able to make some pr...
by BlueTemplar
Wed Nov 20, 2024 10:44 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 141
Views: 9440

Re: Ability to craft lower quality with higher quality

In terms of mixing I I found one place where it would still be good despite I generally think mixing wouldnt work: Plastic. I keep my lines mixed until I have iron or copper plates... the same would be nice for plastic as it just takes one coal. Mixed lines is kind of dangerous... but one thing tha...
by BlueTemplar
Wed Nov 20, 2024 10:23 am
Forum: Balancing
Topic: Went to Gleba first -- how to deal with stompers?
Replies: 7
Views: 741

Re: Went to Gleba first -- how to deal with stompers?

I can imagine it would be important to clear out some more space for your spore cloud to naturally dissipate and to allow you time to upgrade your defences. I just got biolabs at 0.76 evolution (DWM), and so far my tactic of killing regular rafts while leaving small rafts alive seems to still work ...
by BlueTemplar
Wed Nov 20, 2024 9:51 am
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 80
Views: 10494

Re: Friday Facts #436 - Lost in Translation

Yes, but they were saying that (also) kids should refrain from playing video games at all until they achieved a basic proficiency in English.
by BlueTemplar
Wed Nov 20, 2024 9:48 am
Forum: Ideas and Suggestions
Topic: improve artillery damage
Replies: 16
Views: 494

Re: improve artillery damage

Why would it be blocked, especially in vanilla SA ?
by BlueTemplar
Wed Nov 20, 2024 9:44 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 17
Views: 951

Re: Gleba early game should be made easier significantly

Have you checked that it isn't already the case for the small rafts ?

Also, we're discussing Death World, so asking for weaker enemies seems a bit weird ?
by BlueTemplar
Wed Nov 20, 2024 9:39 am
Forum: Ideas and Suggestions
Topic: Sort asteroid chunks to the bottom of hub inventory
Replies: 9
Views: 275

Re: Sort asteroid chunks to the bottom of hub inventory

(To be fair my main issue was that I was long-storing chunks only in the hub, because the belt was only pass-through for them, but that seems to be an easy mistake to make when trying to keep logical conditions to a minimum ?)
by BlueTemplar
Wed Nov 20, 2024 9:35 am
Forum: Releases
Topic: Version 2.0.20
Replies: 39
Views: 8352

Re: Version 2.0.20

New user here to the forums (sorry if this isn't the right place for this question) but with the recent changes I am seeing some odd behavior with neighborhood bonuses for both the fusion reactor as well as the nuclear reactor. I am not sure if there is something I am doing incorrectly but these va...
by BlueTemplar
Tue Nov 19, 2024 5:03 pm
Forum: Ideas and Suggestions
Topic: Sort asteroid chunks to the bottom of hub inventory
Replies: 9
Views: 275

Re: Sort asteroid chunks to the bottom of hub inventory

Also, storing chinks in the hub seems to be kind of a trap anyway, (as mentioned by Tinyboss : «Unless storing chunks in the hub is a weird technique that's not meant to be used»), since I made a slightly different spaceship design that doesn't make them go through the hub (and doesn't make ammo go ...
by BlueTemplar
Tue Nov 19, 2024 9:37 am
Forum: Ideas and Suggestions
Topic: Sort asteroid chunks to the bottom of hub inventory
Replies: 9
Views: 275

Re: Sort asteroid chunks to the bottom of hub inventory

Yes, those filter slots would be 'lost' (and items kicked out of these slots) until you get these inventory spaces back, just like with filtered slots in personal inventory.

It's not like there's a good reason to remove cargo bays unless you're in the process of rebuilding the platform ?
by BlueTemplar
Tue Nov 19, 2024 9:34 am
Forum: Ideas and Suggestions
Topic: Programmable Speaker alert signal variables
Replies: 8
Views: 2755

Re: Programmable Speaker alert signal variables

Or in my case also just look at the belts. But sometimes it takes several seconds to see, especially with those sneaky low density structures on yellow belts (maybe I should try other belt colours, hmm...) Can't you do that with display panels already ? (Which serve a different use case, since they ...
by BlueTemplar
Tue Nov 19, 2024 9:27 am
Forum: Ideas and Suggestions
Topic: improve artillery damage
Replies: 16
Views: 494

Re: improve artillery damage

I guess it would depend, I could see a situation with a lot of production going on where you waste rarities only two tiers upwards (so if from normal : rare) - but I would rather try to recycle them first.
(Which I guess is the same as dumping them in the lava for the bottom ones...)
by BlueTemplar
Tue Nov 19, 2024 1:41 am
Forum: Not a bug
Topic: [2.0.16] Recycler quality enrichment setup resulted in non-balanced output
Replies: 16
Views: 835

Re: [2.0.16] Recycler quality enrichment setup resulted in non-balanced output

So I've ran this for quite a few hours now and I'm starting to conclude that in the long run, it is balanced. I've had to add what are pretty much "overflow valves" for green circuits at every quality, and even ones for red circuits at common and uncommon. I think random variance over ver...

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