Search found 387 matches
- Mon Sep 16, 2019 2:22 pm
- Forum: Balancing
- Topic: Make nightvision internal buffer bigger
- Replies: 22
- Views: 11861
Re: Make nightvision internal buffer bigger
Excellent idea, there is the gap of potentially using night vision on modular armor but having not researched batteries yet. For consistency reasons multi tired nv could be a thing. Mk I with generous internal buffer and the old greenish optic. Mk II as it is now.
- Mon Sep 16, 2019 4:09 am
- Forum: Ideas and Suggestions
- Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
- Replies: 8
- Views: 3116
Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
Most of the suggested difficult options would be quite incompatible with the lower tiers and therefore make multiplayer matchmaking harder and more exclusive. I even think, that newer players would be more hinderd by such changes, too get in touch or learn from more expirienced players. Although hav...
- Fri Sep 13, 2019 3:48 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 71070
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I do like the new landfill texture very much. Using just the grass before felt a little bit like a placeholder. Still undecided if the rectangular shape or the mocked up 45degree turned looks better. Since landfill looks different from normal terrain, shouldn’t it be handelt like other floors, esspe...
- Fri Sep 13, 2019 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 6826
Re: Rocket launch shouldn't be able to destroy science
I'm not arguing against usage of circuit networks in the least. Yet - as argued in the OP - the behaviour is inconsistent and against expectations (thus I consider the suggested things workarounds). And it is not good means to "encourage" usage circuit networks this way at this place in a...
- Fri Sep 13, 2019 10:40 am
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 6826
Re: Rocket launch shouldn't be able to destroy science
I believe the OP has quite a valid point: the game behaves counter-intuitively in this case (even when it's reasonably edge-case). One would expect the rocket to simply not launch if the science pack storage inside the launch facility is full. Practical solution: allow the rocket to start and produ...
- Tue Sep 10, 2019 1:44 pm
- Forum: Ideas and Suggestions
- Topic: this may be often recommended but Technology hidden behind Boss battles?
- Replies: 8
- Views: 2708
Re: this may be often recommended but Technology hidden behind Boss battles?
One could go so far, to suggest resuing exactly those entities. The argumentation for (and against) a the underlying theme of adventure mode can be found in the controversial opinion blog.
- Tue Sep 10, 2019 1:09 pm
- Forum: Ideas and Suggestions
- Topic: this may be often recommended but Technology hidden behind Boss battles?
- Replies: 8
- Views: 2708
Re: this may be often recommended but Technology hidden behind Boss battles?
Sounds like something in the vicinity of the adventure mod from fff309 and therefore a big maybe in a post 1.0. release.
- Sat Sep 07, 2019 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 6826
Re: Rocket launch shouldn't be able to destroy science
In my opinion, the reason this topic exists is that silo introduces lots of new stuff gameplay-wise while being internally a miscommunicated jenga tower of whatever is labeled a design decision. What op suggests is hardcode what is otherwise doable with simple circuit logic into a yet another hack ...
- Fri Sep 06, 2019 8:15 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 29944
Re: Friday Facts #311 - New remnants 3
Those assembly machines from the Industrial revolution mod are looking like a quite nicely done compromise between the „classic“ Factorio type and the advanced from the NPE.
- Fri Sep 06, 2019 8:12 am
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 6826
Re: Rocket launch shouldn't be able to destroy science
Unfortunately, this "build more storage" approach doesn't really work :D On most of my attempts I utilise a dumb "Science secondary bus" approach to science pack output, which involves a bus of sciencepack-filled belts parallel to main bus but driven backwards to labs, which are...
- Thu Sep 05, 2019 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 6826
Re: Rocket launch shouldn't be able to destroy science
Space science stacks 2000 packs, with one stack per silo. A rocket launch gives you 1000 so only a third launch without drainage is deleting anything. A steel chest holds 48 stacks of anything, therefore only your 99th unobtained rocket launch is deleting science packs, this is of course if you are ...
- Tue Sep 03, 2019 10:03 am
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 44728
Re: Friday Facts #310 - Glowing Heat pipes
I believe that modern reactors have anti-hydrogen-accumulation measures ? (Of course, very few currently operating reactors are "modern", the overwhelming majority of them having been built in the 70's...) The modules against accumulating hydrogen, usually catalytic recombinators (wich re...
- Fri Aug 30, 2019 4:17 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 44728
Re: Friday Facts #310 - Glowing Heat pipes
And let's not forget, hot reactor are much more powerful than landmines. Time for nuclear defenses.
- Fri Aug 30, 2019 3:10 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 44728
Re: Friday Facts #310 - Glowing Heat pipes
Not to bee picky, but shouldn't the pipe on a unpowerd reactor also not glow... Otherwise looking very much forward to this change! The reactor may be unpowered but the attached pipes still have heat. That or the reactor still has heat to dissipate just not generating more at the moment. either way...
- Fri Aug 30, 2019 2:30 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 44728
Re: Friday Facts #310 - Glowing Heat pipes
Not to bee picky, but shouldn't the pipes on a unpowerd reactor also not glow...
Otherwise looking very much forward to this change!
- Wed Aug 28, 2019 8:24 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 127531
Re: Friday Facts #309 - Controversial opinions
The thing is, Deadlock989 really thinks he's right. Of course I'm right. Some people won't stop complaining until every smidgen of challenge, every obstacle, is stripped away, until the game suits them and their utter lack of ambition alone. The developers cave in bit by bit, until you suddenly hav...
- Tue Aug 27, 2019 3:49 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 127531
Re: Friday Facts #309 - Controversial opinions
So practically Vanilla should be inferior for better playability. But considering the development history, many of the great aspects of Vanilla were adapted from mods. IMO players shouldn’t be required to use mods to play an „adequate“ Vanilla. Define inferior. There is no absolute in fun. Bobs Mod...
- Tue Aug 27, 2019 3:23 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 127531
Re: Friday Facts #309 - Controversial opinions
IMO players shouldn’t be required to use mods to play an „adequate“ Vanilla. There are multiple definitions of „adequate“ Vanilla depending on whom you ask. The devs obviously try to implement a compromise that is pretty adequate for more players than before without becomming casual enough to make ...
- Tue Aug 27, 2019 1:49 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 127531
Re: Friday Facts #309 - Controversial opinions
The noobs get vanilla and we get the modded experience. It is a bit like with the old Bethesda Games (before they've gone MMORPG): They are sort of playable and somewhat fun the first time without mods - but the real fun comes when you selected your personal set of some dozens to a hundred mods alt...
- Tue Aug 27, 2019 10:27 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 127531
Re: Friday Facts #309 - Controversial opinions
Furthermore Alt-Mode is such an quintessential tool, that either it should be on as default or a dialogue box hinting at it, displayed at the beginning of the game, right after the freeplay dialogue, or even better after placing your first alt-Mode affected entity. I think most current players will...