Search found 205 matches

by Xeorm
Sat May 02, 2020 6:37 pm
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 2175

Re: Remove Train Stop research, add Train Stop to first "Railway" research

Disagree. Having basic trains as a beginning tech lets a new player experiment with the trains first, and there is a fair bit to experiment with. Such as building the tracks and train and learning how to pilot the train, how it moves, etc. Train stops are useful only after that training period when ...
by Xeorm
Mon Apr 13, 2020 12:47 am
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 2105

Re: Deathworld shouldn't be about time race

If you're looking at evolution I'd recommend using the /evolution command in the console. It's not cheating or anything, so you're free to use it, and it'll tell you how much evolution is from each of the 3 factors. Which is important, because personally, I find that time usually isn't a big factor ...
by Xeorm
Wed Mar 25, 2020 7:17 pm
Forum: Gameplay Help
Topic: Please explain Maximum Expansion Distance
Replies: 5
Views: 595

Re: Please explain Maximum Expansion Distance

Maximum challenge I'd think would come from decreasing the distance. It'll more tightly pack them in, making them harder to root out.
by Xeorm
Mon Mar 23, 2020 1:44 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

pezzawinkle wrote:
Mon Mar 23, 2020 1:36 am
That is indeed the tech overhaul, which you can turn off. But i do highly recommend the challenge :D
Well yea. Tech overhaul in general. But it seems like an accident to have automation so far down the tree :lol: :evil:
by Xeorm
Mon Mar 23, 2020 1:15 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

Did I miss a mod or option somewhere? Started things up to check out the new updates and the first automation tech is locked behind red science packs. It's doable to get down there, but I don't really want to hand craft 1000+ science just to get there :lol:
by Xeorm
Sun Mar 15, 2020 5:29 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

So I'm working on my crystal processing zone and just got my puffer stuff up and running...For the love of god is there anyway to change/disable the puffer refugiume sounds? Also is there anyway to actually get rid of polluted artificial fish water? Neither the flare stack nor clarifier wake care o...
by Xeorm
Sat Mar 14, 2020 3:25 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

evandy wrote:
Sat Mar 14, 2020 2:41 pm
Is there a reason that we can not directly make charcoal from wood, but have to go through cellulose fiber to get there? Or is that a seablock decision and I need to go ask Trainwreck?
Seablock
by Xeorm
Fri Mar 06, 2020 7:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

Feedback on bio design: I really liked the idea of it being slow to start but consistent to keep going. The seeds are a good example where getting one set of the harder seeds is rare, but once you do you can keep up production on that set. Then after there's an additional chance to get more seeds fo...
by Xeorm
Fri Mar 06, 2020 9:27 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

Looking through all the new Bio stuff on my Seablock. Trying to determine how I can get a supply of "small biters" to start my biter zoos, given that seablock turns off everything but worms? I can't find any recipes in FNEI to create them (just cut them up into meat, and to breed them). A...
by Xeorm
Sun Mar 01, 2020 10:45 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 16
Views: 1624

Re: Doodads and plants over concrete floors :(

I also preferred the old concrete floor look, but do find that the new stuff "fits" the style they have going. As long as the old tiles exist still in art for mods to use I'm quite happy with things.
by Xeorm
Sun Mar 01, 2020 7:14 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 16
Views: 1624

Re: Doodads and plants over concrete floors :(

Yea, it does look awkward to have fresh concrete still covered in grass. Ore isn't necessarily bad, as I do like the speed buff but may want the ore to stay, but it can still look wonky.
by Xeorm
Sat Feb 29, 2020 9:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

Is it possible to make the science archive techs agnostic in regards to the research multiplier? Or at least changed to only increasing the number of beakers needed? I like my research being longer than the base times, but the thought of that first research taking 3-4 hours sucks.
by Xeorm
Fri Feb 28, 2020 5:06 pm
Forum: Gameplay Help
Topic: 48 iron to 48 steel
Replies: 7
Views: 824

Re: 48 iron to 48 steel

For the initial steel setup I'll also build a steel furnace line that makes the iron at the same time. With modules I'll make it it's own line, but that's far down the line.
by Xeorm
Fri Feb 28, 2020 5:04 pm
Forum: Gameplay Help
Topic: 2 belt lane load balancer?
Replies: 6
Views: 2411

Re: 2 belt lane load balancer?

https://gist.github.com/Bilka2/aeec4ff7 ... 0cf1046a06 Has a big list of balancers if you're looking for that.
by Xeorm
Fri Feb 28, 2020 5:01 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 29
Views: 9109

Re: 0.18 DeathWorld

Hello, I don't want to create a new topic for this, so I'll ask here: I'm going to start vanilla (or with some QoL mods) Deathworld Marathon x10. Do you recommend any other settings customization? How Railworld fits with Deathworld? More iron is always nice, since that's what you need initially to ...
by Xeorm
Wed Feb 26, 2020 7:10 pm
Forum: Ideas and Suggestions
Topic: Car Improvements
Replies: 15
Views: 1511

Re: Car Improvements

I would not be opposed to a new recipe with slightly higher speeds, but better crash momentum so you can go right through rocks and the like. No more night trees or rocks bringing me to a dead stop when I'm exploring in the car. Bonus points for shielding so that I don't have to step out and repair ...
by Xeorm
Mon Feb 24, 2020 7:55 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

Played around a bit with the new industrial and tech stuff. Playing on my default of expensive mode too. Figured I'd give my first impressions: 1. Two bugs sprang to notice pretty quickly. Picking up some buildings deconstructed them to their components. And in order to make red science you apparent...
by Xeorm
Mon Feb 24, 2020 4:59 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799189

Re: Development and Discussion

I don't understand 'Stone Brick' (Recipe) at all. First it requires stone to make. Which is fine by itself but then you can make stone with 'Crushed Stone' to form anthropic rocks. Even if this was possible IRL why is it done in an 'Assembly Machine'? Would it not make more sense that a 'Furnace' u...
by Xeorm
Mon Feb 24, 2020 4:21 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3609
Views: 574183

Re: Bugs & FAQ

Picked up a burner ore crusher and it disassembled it. Using angels + bobs mods.
by Xeorm
Sun Feb 23, 2020 2:47 am
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 17
Views: 1645

Re: Battle is frustrating

I've automated poison capsules and I'm getting better at the battle. My 4 personal lasers are tearing them up without me even having to aim and I've got 4 exoskeletons so I can get out of most situations. I think I might be moving faster than with the tank. Is there no way to use flame turrets effe...

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