Search found 50 matches
- Tue May 14, 2019 4:24 pm
- Forum: Implemented Suggestions
- Topic: Missing Wiki on Website
- Replies: 7
- Views: 2135
Re: Missing Wiki on Website
Perhaps it'd make sense to put it under the "Game" or "Support" drop downs.
- Mon May 13, 2019 11:41 am
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 9905
Re: Infinite radar range research is a must now.
Research to increase the always visible range also seems kind of pointless. Should I reposition all my radars every time I research the next level? Might make more sense to simply have a fixed number of radar mk X like mods already have. Why would you need to reposition your radars every time? Havi...
- Mon May 13, 2019 12:15 am
- Forum: Ideas and Suggestions
- Topic: Hyper belts (new belt tier, not a straight upgrade)
- Replies: 6
- Views: 1874
Hyper belts (new belt tier, not a straight upgrade)
I know there are other threads about belt upgrades but I think this is noticeably different from other suggestions. TL;DR High throughput belts designed for moving items between factory segments but not within them. What ? Belts capable of carrying either 135 or 225 items/s with an accompanying set ...
- Fri May 10, 2019 5:08 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 77
- Views: 31553
Re: Shotgun is embarrassingly bad right now
Maybe rather than removing the shotgun, remove the pistol and make the normal shotgun the starting weapon. We all know the pistol is pretty worthless too afterall. This gives us 1 low tier weapon rather than 2 and a better differentiator between low and next tier other than just speed, the accuracy ...
- Fri May 10, 2019 4:13 pm
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 9905
Re: Infinite radar range research is a must now.
I would argue the 'range' increase is about the border of your area ... how far out can you see in order to plan the take-over of new areas. Which is fine, I can definitely see that reasoning for some people. My point was more that different infinite techs are about enabling playstyles and not need...
- Fri May 10, 2019 4:12 pm
- Forum: Balancing
- Topic: A couple of complaints about the Tank
- Replies: 13
- Views: 5423
Re: A couple of complaints about the Tank
I think the tank itself is fine for the point in the game you get it, but I think we need a Mk 2 Tank for late game. As with many late-game issues balance is less of a worry, you could load up an armour with shields and lasers and just walk through an enemy base afterall, so a late game tank should ...
- Thu May 09, 2019 9:38 pm
- Forum: Ideas and Suggestions
- Topic: Major uranium ore sink
- Replies: 19
- Views: 5419
Re: Major uranium ore sink
I generally agree but the problem is where a lot of the nuclear stuff sits in the tree already it can't really be an input into any of the packs without a MAJOR reshuffle. That's why I was thinking nuclear batteries for space probs to be launched on rockets as another end-game sink. I wouldn't like ...
- Thu May 09, 2019 7:28 pm
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 9905
Re: Infinite radar range research is a must now.
Research to increase the always visible range also seems kind of pointless. Should I reposition all my radars every time I research the next level? Might make more sense to simply have a fixed number of radar mk X like mods already have. Why would you need to reposition your radars every time? Havi...
- Thu May 09, 2019 6:31 pm
- Forum: Ideas and Suggestions
- Topic: It can also be used to mine any kind of path, said no-one ever
- Replies: 34
- Views: 6460
Re: It can also be used to mine any kind of path, said no-one ever
It can also be used to remove any kind of floor tiling. Has the problem of explaining how to remove. Mine at least implies (badly) the right click mechanic. "to remove" implies I could use it normally and it removes the floor tiling, which it technically does but only by then replacing it...
- Thu May 09, 2019 6:14 pm
- Forum: Ideas and Suggestions
- Topic: It can also be used to mine any kind of path, said no-one ever
- Replies: 34
- Views: 6460
Re: It can also be used to mine any kind of path, said no-one ever
It can also be used to remove any kind of floor tiling. Has the problem of explaining how to remove. Mine at least implies (badly) the right click mechanic. "to remove" implies I could use it normally and it removes the floor tiling, which it technically does but only by then replacing it...
- Thu May 09, 2019 4:52 pm
- Forum: Ideas and Suggestions
- Topic: It can also be used to mine any kind of path, said no-one ever
- Replies: 34
- Views: 6460
Re: It can also be used to mine any kind of path, said no-one ever
Simple suggestion to replace "path", "paving". It semantically avoids all the problems that comes with "path" but is still a minimal change that keeps the connection to the existing terminology. "Can be used to mine" is trickier. There are several other terms ...
- Thu May 09, 2019 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 9905
Re: Infinite radar range research is a must now.
Research to increase the always visible range also seems kind of pointless. Should I reposition all my radars every time I research the next level? Might make more sense to simply have a fixed number of radar mk X like mods already have. Why would you need to reposition your radars every time? Havi...
- Thu May 09, 2019 7:57 am
- Forum: Ideas and Suggestions
- Topic: Productivity modules boundaries
- Replies: 6
- Views: 2095
Re: Productivity modules boundaries
Rather than describing the things they can be used on it could be solved in UI. Add a border to any item that is compatible with productivity modules and have the text for the modules say "Can be used on any recipe with an orange border".
- Thu May 09, 2019 7:51 am
- Forum: Ideas and Suggestions
- Topic: Major uranium ore sink
- Replies: 19
- Views: 5419
Re: Major uranium ore sink
Regarding the nuclear artillery: Over the course of the game we currently play (>200h, rail-world preset + slowly expanding enemy) we produced around 40k artillery shells. If shells cost us an additional hi-grade uranium each, those 40k shells would've consumed around 1.2M uranium ore. If you'd add...
- Thu May 09, 2019 7:40 am
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 9905
Re: Unlimited research: radar range
Hmmm...I'd prefer for the research to be: 1) Non-infinite so that it doesn't bloat the savegame size with faraway chunks 2) Combine 3 effects: increase radar discover area, increase radar permanent view area, increase scanning speed. This way I wouldn't have to worry about multiple researches: it's...
- Wed May 08, 2019 7:19 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 9837
Re: Ctrl-Click Request From Logistics Network
I really want one time logistics requests, but I wouldn't want it tied to the crafting UI. Most of the time I'm planning to go out to build something specific in another outpost that I don't want often enough to include on my standard taxi train. eg a set of level 3 modules, or maybe a large supply ...
- Tue May 07, 2019 10:21 pm
- Forum: Ideas and Suggestions
- Topic: Item Weight
- Replies: 54
- Views: 18879
Re: Item Weight
Drones use anti-grav technology to make weight meaningless, but they have limited numbers of hooks to grab items with
- Tue May 07, 2019 10:19 pm
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 9905
Radar range infinite research
TL;DR An infinite research to increase radar range. What ? An infinite research that increases the pulse and survey scan distances of radars. Why ? I'm not about everyone else but seeing dark patches on my map for my main cleared area bugs me, so I'll drop a lot of the solar panel, accumulator, rad...
- Tue May 07, 2019 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 11159
Re: Scale worker robot speed research
My preferred alternative, though some may still think it's too much of a buff as it will improve through put. Have the roboport generate a low level wireless charging area. A constantly active AoE aura effect is anything but O(1). A constantly active aoe effect as described could possibly improve u...
- Tue May 07, 2019 12:56 am
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 11159
Re: Scale worker robot speed research
A lot of suggestions seem to be around trying to adjust the algorithms for bot charging. I don't think any of these will give a great solution but worse, for heavily bot based factories it could have a huge impact on UPS. Simple queues You're looking at O(1) for adding a new bot. Once you start ins...