Search found 456 matches

by Mylon
Sun Nov 27, 2016 3:02 am
Forum: Ideas and Suggestions
Topic: Suggestion: Scrubber
Replies: 5
Views: 618

Re: Suggestion: Scrubber

Two factors that make solar panels too easy: * More daytime than nighttime * No cloudy weather. Each would increase the need for both panels and accumulators. Also if biters were more aggressive to the point of holding the large amount of territory required for panels, they would also be less appeal...
by Mylon
Sun Nov 27, 2016 12:39 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 27257

Re: Friday Facts #166 - Combat Revisit

aober93 wrote:According to nearly every response, the problem lies somewhere else.
Like with how frustratingly fast biters respawn. Oh wait, that's part of the problem of clearing biter infestations.
by Mylon
Sat Nov 26, 2016 5:15 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 27257

Re: Friday Facts #166 - Combat Revisit

The most annoying factor of combat is how stupidly strong biters are on defense. Clearing nests feels like a chore. Biters should be stronger on offense and weaker on defense to make designing a biter-proof base an interesting challenge without making claiming land to do it a chore. I too use Robot ...
by Mylon
Mon Nov 21, 2016 3:12 pm
Forum: Modding interface requests
Topic: Allow construction-bots to fast-replace
Replies: 3
Views: 581

Re: Allow construction-bots to fast-replace

I was able to take the code in my concreep mod and changing just a couple lines turn it into a belt replacer. At the moment I have to deconstruct then place a ghost which is very disruptive.

I'm not quite sure how Klonan's mod works, but it let me know to replace both sides of the underground belt!
by Mylon
Sun Nov 20, 2016 6:47 am
Forum: Modding interface requests
Topic: Allow construction-bots to fast-replace
Replies: 3
Views: 581

Allow construction-bots to fast-replace

I have written a mod that looks for yellow belts and places red belt ghosts under them. Unfortunately construction bots go the ghost and stay there forever rather than place the red belts! I would like for construction bots to be able to fast-replace these belts, much in the same way they already ca...
by Mylon
Sat Nov 19, 2016 2:38 pm
Forum: Not a bug
Topic: surface::set_tiles() to add water can turn water to land
Replies: 3
Views: 647

Re: surface::set_tiles() to add water can turn water to land

@Steinio: It is pretty awesome for generating a swamp biome!
by Mylon
Sat Nov 19, 2016 12:50 am
Forum: Not a bug
Topic: surface::set_tiles() to add water can turn water to land
Replies: 3
Views: 647

surface::set_tiles() to add water can turn water to land

In working on my Global Warming mod I tried expanding lakes a few tiles at a time. In doing so, I noticed land tiles were appearing inside of the lake! The result after a few iterations looks like this: http://images.akamai.steamusercontent.com/ugc/137752681287307188/400481D23E8996593A740D9D61C11450...
by Mylon
Fri Nov 11, 2016 3:42 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 50774

Re: Friday Facts #164 - Nuclear power

If these changes are going through to make boilers more efficient, will 0.14 setups be nerfed slightly to compensate? Coal doesn't feel like it's heavily used, especially in end-game.
by Mylon
Wed Nov 09, 2016 6:29 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 427
Views: 79859

Re: [0.14.x] Bob's Mods: General Discussion

After running out of sulfur and batteries, I drew up a diagram regarding all sulfur sources and oil processing in general, and...might I recommend changing the coal->heavy oil recipe into coal->(raw) oil, or otherwise providing a way to get sulfur out of it? With your change to sulfur (receiving su...
by Mylon
Sun Nov 06, 2016 5:42 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 427
Views: 79859

Re: [0.14.x] Bob's Mods: General Discussion

Re: Balance A course solution to the balance problem I mentioned would be to multiply all crafting times by the output number. For example, making transistors take 17.5 seconds to craft the set of 5 instead of 3.5s. This would make needing multiple assemblers or upgrading to higher tier assemblers m...
by Mylon
Sun Nov 06, 2016 3:48 am
Forum: Balancing
Topic: Conveyors OP?
Replies: 18
Views: 2364

Re: Conveyors OP?

Conveyers don't need power but they could use a nerf. Yellows are too good for most cases. Even reds are really good. Blues are just fine.
by Mylon
Sat Nov 05, 2016 12:47 am
Forum: Ideas and Suggestions
Topic: Shepards mining Idea of geological survey
Replies: 1
Views: 370

Re: Shepards mining Idea of geological survey

I'm working on a mod that uses a machine to enrich nearby mineral/oil patches.
by Mylon
Fri Nov 04, 2016 3:20 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 427
Views: 79859

Re: [0.14.x] Bob's Mods: General Discussion

Some remarks on balance: Power: Power seems too easy. I built ~15 steam gen 1s early on and I haven't had to tweak it in a long while. I went back and replaced a few boilers and steam engines with mk2s. Not because I needed the power, but was just curious how difficult the upgrade would be. I would ...
by Mylon
Fri Nov 04, 2016 2:36 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] can_place_entity{} bugs
Replies: 4
Views: 1607

Re: can_place_entity{} bugs

So can_place_entity{} returning true on water is not a bug?
by Mylon
Thu Nov 03, 2016 6:05 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] can_place_entity{} bugs
Replies: 4
Views: 1607

[Rseding91] can_place_entity{} bugs

I hope modding/API bugs go here. I've run into a weird problem trying to build a mod. Here's the code I'm using: if roboport.surface.can_place_entity{name="tile-ghost", position={roboport.position.x + xx, roboport.position.y + yy}, inner_name="concrete", force=roboport.force} then roboport.surface.c...
by Mylon
Thu Nov 03, 2016 12:26 am
Forum: Releases
Topic: Version 0.14.18
Replies: 12
Views: 13362

Re: Version 0.14.18

Woot. More fresh hot updates. <3
by Mylon
Wed Nov 02, 2016 10:27 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 124070

Re: [MOD 0.14.14] Robot Army. 0.2.3

Do you have anything yet for the engineer bot? I might be able to program it but I don't want to re-invent the wheel.
by Mylon
Wed Nov 02, 2016 10:12 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 220363

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

I like the alien techs in NE. They're a nice change and it makes sense for them to use artifacts. Getting the rocketry tech makes sense to not require artifacts. I'd go with the 0.15 change on vanilla techs and keep artifacts for NE techs/buildings.
by Mylon
Wed Nov 02, 2016 1:21 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 220363

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

Idea: Terraformer reverses desertification.
by Mylon
Wed Nov 02, 2016 3:24 am
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 124070

Re: [MOD 0.14.14] Robot Army. 0.2.3

To clarify, the robot platform was just a recipe idea. Bringing a weapon, armor, and additional materials together gets a bit complicated. Making platforms reusable across droids (specifically smg and flamethrower, maybe the to-come engineer) would be a nice way to simplify construction. This is wha...

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