Search found 206 matches
- Sat Mar 30, 2019 3:30 pm
- Forum: Ideas and Suggestions
- Topic: WTF can you PLEASE!!! stop changing internal names??
- Replies: 9
- Views: 2533
Re: WTF can you please stop changing internal names??
It does look to be a part of polishing. Making sure everything uses the same naming scheme is important if you want to be thorough.
- Fri Mar 29, 2019 3:35 pm
- Forum: General discussion
- Topic: [.17.x]Small questions regarding nuclear power tech
- Replies: 1
- Views: 935
Re: [.17.x]Small questions regarding nuclear power tech
Does help to guide the player in the process of making the cells, before worrying about how to use them for power. And lets you have uranium products for non-nuclear power usage without needing to grab the nuclear power technology. Say if you only wanted the uranium ammo.
- Thu Mar 28, 2019 3:24 pm
- Forum: Gameplay Help
- Topic: hard work with concrete
- Replies: 7
- Views: 2794
Re: hard work with concrete
If you just want to place huge chunks of concrete you can use the "+" and "-" from the numpad to increase the size of the "cursor". (I hope i did not missunderstand you) You can also do that, but I'm talking huge spots of concrete. I'll lay it down myself when I need t...
- Thu Mar 28, 2019 1:33 am
- Forum: Gameplay Help
- Topic: Early Defense Setup
- Replies: 12
- Views: 4727
Re: Early Defense Setup
Yes, because to the flat damage reduce. I have the second damage upgrade already, which cost a whooping 800. Three will be 1200 with military science! So that will take quite some time too. Yes one problem of piercing ammo is that it's not more cost effective. Another is that I will need lots of co...
- Wed Mar 27, 2019 11:43 pm
- Forum: Gameplay Help
- Topic: Personal batteries' output power
- Replies: 15
- Views: 5382
Re: Personal batteries' output power
The why does the accumulators have such a limited power output? Because it's possible to build things for different uses. An accumulator is an industrial building for regulating the usage of large amounts of power over long periods of time. It's a very different usage than the battery for power arm...
- Wed Mar 27, 2019 11:38 pm
- Forum: Gameplay Help
- Topic: hard work with concrete
- Replies: 7
- Views: 2794
Re: hard work with concrete
I need to know how to upgrade concrete and stone roads with blueprint. Make a blueprint, up at the top there should be two checkboxes. One for entities and one for tiles. Check the tiles one if you want it to care about the ground tiles aka stone and concrete. You can also uncheck the entities box ...
- Wed Mar 27, 2019 3:38 pm
- Forum: Balancing
- Topic: Kovarex Energy Price
- Replies: 17
- Views: 5143
Re: Kovarex Energy Price
Ignored it mostly. It usually takes awhile before I'm limited by oil costs compared to iron and copper. So talking about the initial cost of 480 MW compared to nuclear I didn't worry about oil.BlueTemplar wrote: ↑Wed Mar 27, 2019 9:26 amHow did you determine that cost ? Specifically the oil part of it...
- Wed Mar 27, 2019 4:46 am
- Forum: Balancing
- Topic: Kovarex Energy Price
- Replies: 17
- Views: 5143
Re: Kovarex Energy Price
Is it? A 4 core reactor pumps out 480MW. A solar panel gives averages out 42kw. One quad-reactor gives enough energy to replace over 11000 solar panels. 11k solar panels (not even including accumulators) is no joke. There's absolutely good reason to try using nuclear power. I'd think so? I'll crunc...
- Tue Mar 26, 2019 3:56 pm
- Forum: Balancing
- Topic: Kovarex Energy Price
- Replies: 17
- Views: 5143
Re: Kovarex Energy Price
Why? Nuclear's not even that good compared to solar anyway. No need to make it even worse. Doesn't make sense either. Centrifuges aren't energy intensive buildings.
- Tue Mar 26, 2019 3:53 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 16128
Re: A Deeper Look into Combat Robotics
Yea, they're pretty bad given the base numbers. Which is sad, because they seem exactly like the way to do combat "right" from a gameplay perspective. Making them increases player combat potential, but requires a good amount of resources to attack. Comparably much of the other combat items...
- Tue Mar 26, 2019 3:37 pm
- Forum: Gameplay Help
- Topic: Early Defense Setup
- Replies: 12
- Views: 4727
Re: Early Defense Setup
For early defense the +damage upgrades work really well. The first upgrade alone doubles the damage output against medium biters with basic ammunition. (Yes, doubles. Not an exaggeration.) The second upgrade triples the damage compared to no upgrades. It's pretty required if you're still using the b...
- Thu Mar 14, 2019 4:23 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1006935
Re: [0.16] Sea Block Pack 0.2.17
What is the point of KS Power in this modpack? Bob adds tiered liquid fuel gens which imo work out nicer than KS's Oil Burner and Diesel line, and Burner isnt really needed. You could argue that it is there as solid fuel drain, but such drains are mostly used by people who dont want it to go to was...
- Sat Mar 09, 2019 4:48 am
- Forum: General discussion
- Topic: Why are tanks a requirement for uranium ammo?
- Replies: 1
- Views: 1127
Re: Why are tanks a requirement for uranium ammo?
Their current view with technologies is to have anything unlocked be usable when you research it. You shouldn't need another tech in order to make or use it. So because uranium ammo gives uranium tank shells then that is required. Now they could split it up, sure, but I don't think that would be bet...
- Fri Mar 08, 2019 4:48 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 29739
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
Always love seeing graphical bugs like that. Wouldn't it be strange to see if blood actually stuck around in areas? Like mass murder of bugs would slowly turn the section redder?
- Thu Feb 28, 2019 7:55 pm
- Forum: General discussion
- Topic: Lazy Bastard and Deathworld, has it been done?
- Replies: 4
- Views: 1851
Re: Lazy Bastard and Deathworld, has it been done?
Not much. In 0.16 you rapidly go from 0 items to 104 items, then you have to do a little dance to get your assembly machine 2 as #105, and you can't get assembly machine 3 without a refinery so your first refinery has to be handcrafted as #106. So without the ingredient limit, you just stop at #104...
- Thu Feb 28, 2019 6:46 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33719
Re: [0.17.1] intro too hard
So I played through and did fail as well. Looking at the reasoning behind how the biters work compared to my methods, I can see why I failed. See, normally I'd say the game focuses on automation. You want to be producing enough to meet your needs, which usually means enough for science, enough for b...
- Thu Feb 28, 2019 5:16 pm
- Forum: General discussion
- Topic: Lazy Bastard and Deathworld, has it been done?
- Replies: 4
- Views: 1851
Re: Lazy Bastard and Deathworld, has it been done?
Should be straightforward. You'll have a slight increase in difficulty compared to a regular start from the beginning being slow, but not needing assembly 2 to really get started is a big boost.
- Wed Feb 27, 2019 6:53 am
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Campaign 1 Observations
- Replies: 26
- Views: 6133
Re: [0.17.0] Campaign 1 Observations
Played a bit earlier, didn't get all the way through, but here are my observations: The bits where the camera zooms over to look at the oncoming biters felt dull. Really seemed like a bit where I was expecting some sort of talk from the compilatron explaining what was happening. Something simple lik...
- Tue Feb 26, 2019 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Lag changing sound volumes
- Replies: 4
- Views: 1098
[0.17.0] Lag changing sound volumes
Basically title. I go to change the volumes and it takes awhile. Up to a minute for it to register. Program is stopped otherwise while changing.
- Thu Feb 21, 2019 7:29 pm
- Forum: General discussion
- Topic: Accidentially made 42K repair packs... now what?
- Replies: 13
- Views: 4210
Re: Accidentially made 42K repair packs... now what?
Personally I'd just store them for later. That's a lot of repair packs to go through, but if the game lasts long enough you might see them all get used. But the easiest way to get rid of them would be to setup a separate spot and place a lot of chests with requests for repair packs. Then nuke it/fla...