Search found 204 matches
- Sun Mar 20, 2016 5:48 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109497
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
Just realised why my mod actually works nicely with this one, there's typos in "lib/map.lua" on the two lines for rails. They should be "straight-rail" and "curved-rail", but use underscores instead of dashes. If it's changed, could you either add direct support by dete...
- Sun Mar 20, 2016 5:09 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.X] Biter-Friendly Rails
- Replies: 36
- Views: 22051
Re: [0.12.X] Biter-Friendly Rails
Probably, but it's against the point of this mod. Rails are completely inert and don't impact biters in any way (they have no reason to attack it like they don't have a reason to attack iron ore). Trains are loud, coal-powered chunks of metal flying around the place. Signals have lights on them, and...
- Sun Mar 20, 2016 3:09 pm
- Forum: Balancing
- Topic: Research requirements should include needed items
- Replies: 12
- Views: 3931
Research requirements should include needed items
Couldn't fit full thing in title, the requirements for a given research should include all research needed in order to obtain items used in the items that research unlocks. The main offender for this is the research for advanced circuits, which requires plastic but can be obtained without unlocking ...
- Sun Mar 20, 2016 1:59 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21259
Re: Overpowered strategies
Actually, hot water can stay hot forever. The issue IRL is we have no perfect insulator, but we can get pretty close by abusing vacuum pockets and highly effective insulation materials. If that was actually true we would have no sun shining down on earth. Heat gets released through the process of r...
- Sun Mar 20, 2016 1:46 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.X] Biter-Friendly Rails
- Replies: 36
- Views: 22051
Re: [0.12.X] Biter-Friendly Rails
Biters will sometimes chase trains (which is vanilla AI), so either way your stops should be defended.
- Sun Mar 20, 2016 1:45 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109497
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
One thing that baffles me is that Misanthrope naturally accepts the fact that rails are no longer marked as player built. I see no explicit checks for this sort of thing, so I've got no idea why it actually works properly, but it does and I see in the logs that rails aren't being considered a targe...
- Sat Mar 19, 2016 9:30 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109497
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
Oh ok, that would explain if over a full cycle from peaceful>normal>expansion, if I don't kill any hive, then % globally decrease? Experimenting showed that evolution decreases at a notable rate during any phase other than peaceful and normal. It'll hover at around 30%, assuming the only factor is ...
- Sat Mar 19, 2016 5:19 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belts optional using electricity
- Replies: 60
- Views: 22293
Re: Conveyor belts optional using electricity
1. If I knew it was in the game from the start, I would have complained almost immediately because it would either be unrealistically power intensive or pointless to have that requirement. I don't believe you. I don't think you would have given it a second thought. I don't think anyone would. An el...
- Sat Mar 19, 2016 4:23 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belts optional using electricity
- Replies: 60
- Views: 22293
Re: Conveyor belts optional using electricity
If it was in the game from the start you wouldn't consider it tedium. It would just be a matter of providing an electrical device with electricity (I know... what a bizarre concept!). The fact is, you already have electricity pylons touching most, if not all of your conveyer belts so there would be...
- Sat Mar 19, 2016 3:30 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belts optional using electricity
- Replies: 60
- Views: 22293
Re: Conveyor belts optional using electricity
Conveyor belts would require such a minute amount of power that it would be pointless to even include such a system. The point would be to show that they require power and you need to do something to provide it, just like everything else in the game (except water pumps, which also need to be addres...
- Sat Mar 19, 2016 2:22 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belts optional using electricity
- Replies: 60
- Views: 22293
Re: Conveyor belts optional using electricity
Conveyor belts would require such a minute amount of power that it would be pointless to even include such a system. According to wikipedia a certain 17km belt in constant use (1 ton every 4 seconds) is using 1.8MW to power the entire belt. Judging by the player model, each belt piece in game is pro...
- Sat Mar 19, 2016 2:02 am
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21259
Re: Overpowered strategies
Accumulator charge, discharge, and retention should be changed to account for this, and make them less godly. Values should be modable too really. A typical NiMH battery takes 150% electricity to charge, discharge can be anywhere from a 20% to 100% efficiency, depending on current draw. They also h...
- Sat Mar 19, 2016 12:27 am
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 12158
Re: Gun turrets working without eletricity
To prevent turret creep : make it that alien spawners also spawn some kind of goo like zerg hives produce in starcraft, on which you can't build. Lots of it, so that you can't get anywhere close enough to destroy the spawners or worms with turrets. As long as it fades after destroying bases and doe...
- Fri Mar 18, 2016 9:47 pm
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 12158
Re: Gun turrets working without eletricity
20kW is an incredibly small price to pay per turret (the specific value is up for debate though), and chances are you'll already have power poles in place for the inserters that put ammo in the turrets. So why introduce it then? I mean, it won't really make turret creep much harder (only a bit) and...
- Fri Mar 18, 2016 9:25 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21259
Re: Overpowered strategies
...which is that Solar Power is absolutely boring and uninspired and at the same time overpowered too because there is no downside except high initial investment (which is no downside with infinite resources) and huge need of space (which is also infinite). Steam running on solid fuel is also infin...
- Fri Mar 18, 2016 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Making trains and robots more needed
- Replies: 4
- Views: 1986
Re: Making trains and robots more needed
Bots are already ridiculous as it is (I'm experimenting with a no-logistics playthrough so I don't end up with boring solutions to interesting problems; construction bots are still fair game though), I'd rather not see them made mandatory by nerfing belts when belts are fine as it is. You're also su...
- Fri Mar 18, 2016 5:50 pm
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 12158
Re: Gun turrets working without eletricity
Having to mix turret and panel placement is a lot harder than spamming a bunch of turrets, bearing in mind you'll have to place a power pole to connect the turrets. Either way, it makes it harder to use a strategy which is arguably broken. You could use blueprints, but you can do that already with ...
- Fri Mar 18, 2016 5:44 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.X] Biter-Friendly Rails
- Replies: 36
- Views: 22051
Re: [0.12.X] Biter-Friendly Rails
You can always build miniature outposts at junctions with some laser turrets to keep the signals safe. :P I intentionally left signals and stations out, those have collision boxes and lights on them whilst rails are inert ground pieces. That way, there's still some challenge to getting a long distan...
- Fri Mar 18, 2016 5:22 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 153
- Views: 54734
Re: ARM architecture
Make it so that the biter movement starting is handled by the host, which signals for a biter to move (which will jump ahead according to lag compensation) a set time after the path is worked out (or after all clients signal they've worked out a path), and only allow a certain amount of work to go ...
- Fri Mar 18, 2016 5:08 pm
- Forum: Balancing
- Topic: Overpowered strategies
- Replies: 43
- Views: 21259
Re: Overpowered strategies
Battery swapping will just swap the problem to solar panels being far too complicated in comparison to steam. You end up with accumulators being considered a pointless resource drain (just use hot water storage instead), laser turrets being replaced with gun turrets instead of a mixture (because amm...