
Search found 34 matches
- Tue Aug 06, 2019 10:03 pm
- Forum: General discussion
- Topic: Lower Level, Non-Slotted Armor
- Replies: 11
- Views: 4169
Re: Lower Level, Non-Slotted Armor
I see. Thanks for all the replies! 

- Sun Aug 04, 2019 2:21 pm
- Forum: General discussion
- Topic: Lower Level, Non-Slotted Armor
- Replies: 11
- Views: 4169
Re: Lower Level, Non-Slotted Armor
It makes a small difference. Appropriately, because it's very, very early tech.
Worrying trend for threads suggesting that things be gotten rid of recently. Wonder why.
It just seems like a superfluous item that doesn't really do much, since by the time most players are actually interacting ...
- Sun Aug 04, 2019 2:09 pm
- Forum: General discussion
- Topic: Lower Level, Non-Slotted Armor
- Replies: 11
- Views: 4169
Lower Level, Non-Slotted Armor
Does the lower level, non-slotted armor actually do anything relevant? Let’s say you’re fighting biters: does the armor actually increase your staying power enough to notice a difference compared to not wearing armor at all? So far, I personally haven’t noticed.
If lower level armor doesn't create ...
If lower level armor doesn't create ...
- Fri May 17, 2019 1:58 pm
- Forum: General discussion
- Topic: Flamethrowers Running out of Fuel
- Replies: 2
- Views: 1499
Re: Flamethrowers Running out of Fuel
NVM. User error.
- Fri May 17, 2019 1:50 pm
- Forum: General discussion
- Topic: Flamethrowers Running out of Fuel
- Replies: 2
- Views: 1499
Flamethrowers Running out of Fuel
Is there any reason why my flamethrowers would lose access to the light oil used to supply them?
Things I've tried so far...
Make sure there's enough light oil.
Make sure all the FT are connected by pipes.
Make sure bitters or spitters didn't damage any pipes.
Checked for missing pipes.
The odd ...
Things I've tried so far...
Make sure there's enough light oil.
Make sure all the FT are connected by pipes.
Make sure bitters or spitters didn't damage any pipes.
Checked for missing pipes.
The odd ...
- Sun May 05, 2019 12:10 pm
- Forum: Gameplay Help
- Topic: Flying Robot Frames not moving to Construction Robot Assembler
- Replies: 4
- Views: 1993
Re: Flying Robot Frames not moving to Construction Robot Assembler
Is the output chest full for your robots.
Like have you limited it and its full of logistic bots.
I wouldn't think so. I don't have any circuit network limiters on the chests or the inserters. In the chest currently are 37 logistics robots.
EDIT: When I replaced the Logistics robot recipe with ...
- Sun May 05, 2019 12:09 pm
- Forum: Gameplay Help
- Topic: Flying Robot Frames not moving to Construction Robot Assembler
- Replies: 4
- Views: 1993
Re: Flying Robot Frames not moving to Construction Robot Assembler
Not sure how to export a save and share it... but here's the map exchange string.
>>>eNpjYBBkUGEAgwZ7EOZgSc5PzIHxQJgrOb+gILVIN78oFVmYM7mo
NCVVNz8TVXFqXmpupW5SYjGKYo7Movw8dBNYi0vy81BFSopSU4uRRbh
LixLzMktz0fUyMLar/n3d0CLHAML/6xkU/v8HYSDrAdAvDxgY4J5iBI
rBAGtyTmZaGgODgiMQO4GkGRkZq0XWuT ...
>>>eNpjYBBkUGEAgwZ7EOZgSc5PzIHxQJgrOb+gILVIN78oFVmYM7mo
NCVVNz8TVXFqXmpupW5SYjGKYo7Movw8dBNYi0vy81BFSopSU4uRRbh
LixLzMktz0fUyMLar/n3d0CLHAML/6xkU/v8HYSDrAdAvDxgY4J5iBI
rBAGtyTmZaGgODgiMQO4GkGRkZq0XWuT ...
- Sun May 05, 2019 3:58 am
- Forum: Gameplay Help
- Topic: Flying Robot Frames not moving to Construction Robot Assembler
- Replies: 4
- Views: 1993
Flying Robot Frames not moving to Construction Robot Assembler
So I have an interesting problem. When making Flying Robot Frames in an Assembler 2 machine, they will not get picked up by the Long Handed Inserter to transfer to the Construction Robot Assembler.
Please have a look at the attached screen shot.
What does happen, is that the FRB assembler ...
Please have a look at the attached screen shot.
What does happen, is that the FRB assembler ...
- Sun Apr 21, 2019 1:37 pm
- Forum: General discussion
- Topic: Biters in Starting Area?
- Replies: 6
- Views: 2807
Biters in Starting Area?
Hello all,
Just checking something. In 17.32, on regular default, no-tweaked settings, there are multiple biter nests within my starting area.
Is this working as designed, a bug, or just an experimental feature the devs might change later.
On normal default, and no matter which map string I ...
Just checking something. In 17.32, on regular default, no-tweaked settings, there are multiple biter nests within my starting area.
Is this working as designed, a bug, or just an experimental feature the devs might change later.
On normal default, and no matter which map string I ...
- Sun Apr 21, 2019 1:18 pm
- Forum: General discussion
- Topic: When do YOU give up and start fresh?
- Replies: 33
- Views: 20464
When do YOU give up and start fresh?
So I've launched rockets on two maps now, and I'm finding to do so on my third map is proving to be rather frustrating.
I was just curious what other players' thoughts were about throwing in the towel on a game. When do you say, "Ok, I've had it with this map, time to start over?"
I was just curious what other players' thoughts were about throwing in the towel on a game. When do you say, "Ok, I've had it with this map, time to start over?"
- Sat Mar 02, 2019 1:51 pm
- Forum: Off topic
- Topic: The Opposite of a Good Game is One That Isn't Played
- Replies: 3
- Views: 5460
The Opposite of a Good Game is One That Isn't Played
I'm actually just gonna leave it at that.
- Thu Feb 28, 2019 11:35 am
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 22603
Re: Not pleased with 17.1 so far...
If the game becomes too easy or not enough of a challenge, then I'm sure those sliders can help increase the difficulty.
The game is intended for all, not solely your masachistic tastes. But your responses do imply your lack of open mindedness, level of willingness to participate in a community ...
The game is intended for all, not solely your masachistic tastes. But your responses do imply your lack of open mindedness, level of willingness to participate in a community ...
- Thu Feb 28, 2019 12:01 am
- Forum: General discussion
- Topic: .17 opinions?
- Replies: 13
- Views: 5414
Re: .17 opinions?
By far the biggest issue for me though (and if you look around on the forums for a good portion of other players): Default Settings Freeplay is unreasonably hard. I won't elaborate too much on this because there are specific threads for that toppic, but in my oppinion the vanilla experience ...
- Wed Feb 27, 2019 9:05 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 22603
Re: Not pleased with 17.1 so far...
Graphics aside, the combat feels heavily in favor of the biters now. It feels more like a combat game and less like a building game. I had the game set to default in 17.1, and within 5 minutes I had biters on my base. Also, these small biters were doing WAY more damage than any other small biter ...
- Wed Feb 27, 2019 9:03 pm
- Forum: General discussion
- Topic: Slow Pickup for Turret Walking
- Replies: 26
- Views: 6294
Re: Slow Pickup for Turret Walking
Since I as a human still experience time relatively, this increases and lengthens the time it takes to retrieve a turret. Regardless if the change is global or not is irrelevant. From a player's POV, the only tools they have are their time (how fast they can do things) and their resources (what they ...
- Wed Feb 27, 2019 8:42 pm
- Forum: General discussion
- Topic: Slow Pickup for Turret Walking
- Replies: 26
- Views: 6294
Re: Slow Pickup for Turret Walking
Has anyone else noticed a severe difference between the time it takes to pick up turrets between 0.16 and 0.17?
Actually turrets by themselves have not been made "longer to pick up". Buildings are globally longer to pick up (tested with assembling machines, layed 50 of them, and picked them ...
- Wed Feb 27, 2019 8:29 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 22603
Re: Not pleased with 17.1 so far...
A easy, medium, hard for each setting could be an option.
As far as what easy is, you have to establish a baseline of normal first.
Normal could be dependent on a lot of things, but generally, it would be based on resources spent over time to reach a desired outcome.
e.g., on "Normal", it ...
As far as what easy is, you have to establish a baseline of normal first.
Normal could be dependent on a lot of things, but generally, it would be based on resources spent over time to reach a desired outcome.
e.g., on "Normal", it ...
- Wed Feb 27, 2019 7:20 pm
- Forum: General discussion
- Topic: .17 opinions?
- Replies: 13
- Views: 5414
Re: .17 opinions?
They went a little heavy handed with the biters this go 'round. Regardless what the math may or may not be, the experience of playing the game and pressing the buttons leaves me with a feeling that the difficulty on normal default level went WAY up.
Turrets are the only item in the game now that ...
Turrets are the only item in the game now that ...
- Wed Feb 27, 2019 7:16 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 22603
Re: Not pleased with 17.1 so far...
I suppose a possible solution would have settings such as Easy, Normal, Hard, etc. Not to be confused with different game modes, like Rail World, Deathworld, etc.
I understand the sliders bit, but from a new player POV and from a UX/UI POV, if a new players launches the game and hits new game ...
I understand the sliders bit, but from a new player POV and from a UX/UI POV, if a new players launches the game and hits new game ...
- Wed Feb 27, 2019 5:15 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 22603
Re: Not pleased with 17.1 so far...
Then if that's the case, which is entirely their prerogative, the devs need to add a clear and obvious written or visual indicator to the player that the turret takes longer to pick up either via a stat or an entry in the description. Otherwise, a new player would be lost as to why the turret is the ...