Search found 96 matches

by RoddyVR
Tue Mar 13, 2018 5:57 pm
Forum: General discussion
Topic: Let's Talk about the Bitters A.I
Replies: 5
Views: 2983

Re: Let's Talk about the Bitters A.I

The two "leaning" behaviours you describe are both in your head. Basic bitter rule is something like "in range of target, start shooting" and since the spitters shoot just a bit farther then your turrents (get lasers, they outrange spitters), they win that fight. The ones that co...
by RoddyVR
Tue Feb 20, 2018 11:31 am
Forum: Gameplay Help
Topic: Power poles self-destruct on their own in .15?
Replies: 23
Views: 6835

Re: Power poles self-destruct on their own in .15?

As a halfway measure (ie will greatly extend the life of your network, but does not guarantee safety) Put Electric poles twice as often/ so that if one is killed, its two neighbors will be in reach of eachother (i'm almost certain they will auto connect, though truthfully havent tested). That way fo...
by RoddyVR
Mon Jun 19, 2017 5:19 am
Forum: Gameplay Help
Topic: Train stuck by priority ?!?!
Replies: 6
Views: 2871

Re: Train stuck by priority ?!?!

train 1 cant go forward cause train 2 is in the next block. this makes sense to you right? but train 2 cant go forward because train 1 is actualy in the block that makes the intersection. there are no signals at all between the intersection and the top station where train 1 is parked. what you need ...
by RoddyVR
Thu Jun 08, 2017 5:16 am
Forum: General discussion
Topic: any end game feature suggestion ?
Replies: 11
Views: 3649

Re: any end game feature suggestion ?

building in space was and remains a good idea, but in itself it'll only push off the need for an endgame. its not an endgame in itself. Even if EVERYTHING you use in space has to be sent up in rocktes (including ores, cause there are very few asteroids close by the majority of planets, so forget min...
by RoddyVR
Thu Jun 08, 2017 5:05 am
Forum: General discussion
Topic: what machine you want to see in next update ?
Replies: 29
Views: 9066

Re: what machine you want to see in next update ?

I think the next step has to be automated bitter extermanation. It can be really simple to start with, even something like making so that cars/tanks can have a vector set (preferably via circut network) and they do their best to follow that direction and shoot all enemies (and trees optionaly )they ...
by RoddyVR
Mon Apr 24, 2017 5:15 am
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 27253

Re: Getting rid of alien artifacts is a bad idea

I liked fighting the bitters. What's more important, my wife liked watching me fight the bitters. Because it was a process she could easily understand even without ever playing the game, the rest of the game looks like a complete mystery to someone who doesnt play it. when i switched to the flamethr...
by RoddyVR
Mon Mar 06, 2017 5:14 am
Forum: Gameplay Help
Topic: Embarrassed about my first pipe attempt
Replies: 5
Views: 2107

Re: Embarrassed about my first pipe attempt

Pipe readout does not show flow rate, it shows amount of liquid in pipe (presumably after the last tick update), since 1 barreling factory outpaces your oil production (probably by more then 10 to1, dont remember numbers off hand), the factory is sucking up all the oil in the last pipe every tick an...
by RoddyVR
Wed Feb 15, 2017 10:41 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51538

Re: Friday Facts #177 - Difficulty settings

Alien artifacts being removed? Yet they just got a new icon! I think that there might've been a communication error there. I think they got their new icon BECAUSE they're being removed. Otherwise the icon would have been wasted entirely. Looks more like scales than artifacts, though. Why do people ...
by RoddyVR
Tue Feb 14, 2017 1:06 pm
Forum: Gameplay Help
Topic: I don't know how to disable this command
Replies: 9
Views: 3368

Re: I don't know how to disable this command

I'm not sure i'm reading that right, but will it generate spawners in every possible spot (ie packed tight like no tomorow) or something sparce like 1/chunk or something&

a command that'll max populate the map would be interesting for testing "impenetrable wall" claims.
by RoddyVR
Mon Feb 13, 2017 5:34 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51538

Re: Friday Facts #177 - Difficulty settings

The options include: simple, normal, and complex. At the moment the base game only has definitions for 'normal' but we may expand it. To everyone who's complaining about dificulty settings messing with competitiveness, read that line again. As fat as i understand, all they're adding right now is th...
by RoddyVR
Sat Feb 11, 2017 11:26 am
Forum: General discussion
Topic: Your own challenges?
Replies: 6
Views: 2851

Re: Your own challenges?

Launch rocket on 64x64 map (or possibly smaller, but I know it is possible on 64x64). Even though it is probably easier than doing it on width 9 map. How much time did it take? I havent spent a day trying to find a map where this might be atleast theoreticaly possible, but i have just generated clo...
by RoddyVR
Sat Feb 11, 2017 10:55 am
Forum: General discussion
Topic: Your own challenges?
Replies: 6
Views: 2851

Re: Your own challenges?

Launch rocket on 64x64 map (or possibly smaller, but I know it is possible on 64x64). Even though it is probably easier than doing it on width 9 map. How much time did it take? wow (at both the OP's 9 wide, and that 64*64 is possible. i would have thougth at that small a map, getting enough resours...
by RoddyVR
Sat Feb 11, 2017 5:28 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51538

Re: Friday Facts #177 - Difficulty settings

I always check FFF on every Friday hoping to hear some good news about the next release. I've been waiting for a while now because I want to play a game with the new blueprint system. I'm kind of tired of having to reinvent the wheel and it makes the game very tedious. That said, my game is on hold...
by RoddyVR
Wed Feb 08, 2017 8:05 am
Forum: Gameplay Help
Topic: I don't know how to disable this command
Replies: 9
Views: 3368

Re: I don't know how to disable this command

explore more map,
that will create new chunks
keep eploring till you find some bitter nests.
go back to you base,
leave game running for a few hours (or increase speed if your base isnt huge and comp can handle it)
the bitters will spread out and repopulate the earth
by RoddyVR
Wed Feb 01, 2017 1:53 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 63845

Re: Train station skipping conditions

wow. Interesting thread... but confusing, cause there are like 3 seperate topics being discussed (while everyone thinks there's only their 1 topic here). topic 1 (OP i think). add some smart train stuff before .15 cause there's not enough now. i think this topic can be dropped at this poing in time ...
by RoddyVR
Mon Jan 30, 2017 5:32 am
Forum: Gameplay Help
Topic: Inserter's not loading off belts to factories
Replies: 5
Views: 2263

Re: Inserter's not loading off belts to factories

assemblers effectively have 2 modes of operation. 1. when they are completely hand fed (no inserter feeding them materials). in which case they will keep making their recepie untill they run out of a material or the output slot has a full stack in it and cant fit more. 2. when there is atleast one i...
by RoddyVR
Fri Jan 27, 2017 4:44 am
Forum: Gameplay Help
Topic: Train acceleration and speed
Replies: 7
Views: 6973

Re: Train acceleration and speed

I'm still using L-CC trains because the last time i looked into this topic, the answer was: 1 locomotive by itself = highest accell and top speed. 1 loc per 2 cars (or reverced loc) second best. I dont remember exactly where or what i read back then, but my impression was that a LL-CCCC train would ...
by RoddyVR
Fri Jan 20, 2017 3:53 am
Forum: Balancing
Topic: Chemical plants should have a crafting speed of 1
Replies: 5
Views: 2746

Re: Chemical plants should have a crafting speed of 1

I agree. I think blue assemblers and chem plants should both be craft speed 1, as they are the ones players use when first trying to get "perfect ratios" in their production lines.
by RoddyVR
Mon Jan 09, 2017 5:26 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: T1-T2-T3 efficient production
Replies: 1
Views: 3673

Re: T1-T2-T3 efficient production

What does efficient mean to you? You could mean prety or space efficient, in which case my reply has no meaning, I assume that you mean no bottle necks that could be fixed by another assembly machine. And it seems to me that your 1 gear assembly needs to be doubled (almost) to keep up with the rest ...
by RoddyVR
Mon Dec 26, 2016 10:39 am
Forum: Ideas and Suggestions
Topic: 1x2, 2x2, 3x2 or 6x2 tiles large (smart) chests
Replies: 6
Views: 2412

Re: 1x2, 2x2, 3x2 or 6x2 tiles large (smart) chests

+1. I'd say 1*2 would be best. anything larger would need to be in addition to the 1*2 size (cause otherwist you're restricting it to wide space for no reason), and wouldnt server a purpose thta a 1*2 plus a few regurar chests couldnt solve. good building blocks are better than ready sollutions. ano...

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