Search found 53 matches
- Fri Jul 26, 2019 10:22 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281250
Re: Friday Facts #305 - The Oil Changes
I dislike the idea of the game leading me down the "garden path" then force me to scrap a whole section and rebuild it in a different way. If I imagine being a new player and facing the oil refinery with a single input and output I would probably build a straight pipe on both sides and al...
- Fri Jul 26, 2019 5:31 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281250
Re: Friday Facts #305 - The Oil Changes
My primary concern is that the devs appear to be dumbing down the game to appeal to the lowest common denominator, instead of creating a more intelligent solution (better tutorials, UI hints, etc). Why change basic oil processing? Why not instead add 3 new specific oil processing recipes that produ...
- Tue Jul 23, 2019 12:34 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 208218
Re: Friday Facts #304 - Small bugs; Big changes
I would love to at least see an ingame tutorial before any major changes are made. I'm not opposed to any other changes but the lack of a tutorial considering signaling and other topics have one does strike me as odd.
- Mon Jul 22, 2019 3:16 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 208218
Re: Friday Facts #304 - Small bugs; Big changes
Out of curiosity, is there currently a tutorial in game that covers oil refining?
- Thu Jun 13, 2019 8:13 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134854
Re: [0.17] Please post bugs and balance issues here.
Yellow belts jumped up to 30 items / s in my friend and mine's playthrough of Bob's / Angel's all of the sudden.
- Wed Jun 12, 2019 6:56 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1216147
Re: Bugs & FAQ
So my friend and I are playing Bob's / Angel's, last experimental version and yellow belts are somehow at 30 i/s now.
- Sat Mar 09, 2019 6:20 pm
- Forum: Angels Mods
- Topic: Ore Sorting and the new "Expensive" recipe mode
- Replies: 7
- Views: 5542
Re: Ore Sorting and the new "Expensive" recipe mode
But generally you do need the secondary ore. Especially the iron/copper combination will use most if not all the copper right from the start. Could you update those numbers including the secondary ore (maybe in parens) please. And hey, nothing wrong with sorting being worse if you don't need the se...
- Sat Feb 16, 2019 12:03 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325738
Re: [0.16.x] Bob's Mods: General Discussion
Hi,
I just downloaded all Bob's mods and FNUI, but I noticed while setting up the new game that each mod has a bunch of settings associated with it as well and I'm not sure which of them I should turn on. Is there a recommended starter configuration or an overview somewhere?
I just downloaded all Bob's mods and FNUI, but I noticed while setting up the new game that each mod has a bunch of settings associated with it as well and I'm not sure which of them I should turn on. Is there a recommended starter configuration or an overview somewhere?
- Sun Feb 19, 2017 7:33 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26159
Which turrets are best?
So I'm getting to the point of getting Laser turrets, and I'm not sure what the ideal turret defense looks like; Gun turrets? Laser Turrets? Flamethrower Turrets? An even mix?
- Thu Oct 22, 2015 8:49 am
- Forum: Ideas and Suggestions
- Topic: Flying biters?
- Replies: 3
- Views: 7211
Flying biters?
I think flying biters might be interesting, would have to have defenses inside your base / anti-aircraft turrets and would circumvent your defenses a bit. I'm currently playing on a map where my base is on a peninsula in a small sea, and all across the water there's hordes of biters and bases that j...
- Sat Sep 26, 2015 8:14 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 379655
Re: Combinators 101
Everything Everything tests just that - every signal it's getting. The condition will be true only if it was true for every one of those signals. For example, a decider with "everything > 10" with it's input connected to a constant combinator outputting only "iron plates = 11" w...
- Wed Sep 23, 2015 11:12 pm
- Forum: Gameplay Help
- Topic: Driving over stuff
- Replies: 2
- Views: 5900
Driving over stuff
So I decided to take out my new tank for a spin against a small camp. Sadly, a cannon shot seems to only be worth one, and not more like other types of ammo so I ran out almost immediately and decided to run over everything. I'm not sure though if that would still give me alien artifacts from destro...
- Sat Sep 19, 2015 5:55 pm
- Forum: Gameplay Help
- Topic: Power Priorities
- Replies: 3
- Views: 8912
Power Priorities
What's the priority on your factory using different power sources?
Right now I have solar panels, steam engines and acumulators, but the factory doesn't seem to drain the acumulators at night as I expected would happen.
Right now I have solar panels, steam engines and acumulators, but the factory doesn't seem to drain the acumulators at night as I expected would happen.