Search found 231 matches
- Mon Jun 04, 2018 9:20 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 22191
Re: How to fix module balance
The problem in Vanilla is that increased resource efficiency goes hand in hand with increased rate of output, and it's multiplicative so that the actual rate of output goes up much more than if you had only used speed modules. In vanilla you get diminishing returns already The first speed beacon yo...
- Mon Jun 04, 2018 7:51 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 22191
Re: How to fix module balance
Once again you're using vanilla to base your argument. In my suggestion, rate of output is no longer linked to material efficiency. I don't think I am. I think I'm using your numbers, however maybe I'm missing something. If I'm wrong please explain how with your numbers switching out a speed module...
- Mon Jun 04, 2018 2:43 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 22191
Re: How to fix module balance
No, you're locked into this idea that there's a certain amount of energy it costs to run your factory, because in vanilla that's how it is. I'm advocating for making the energy costs flexible. It's already flexible. You only suggested a buff to efficiency modules. It changes nothing. If I can place...
- Mon Jun 04, 2018 2:31 pm
- Forum: General discussion
- Topic: Logistic Network Research
- Replies: 37
- Views: 12573
Re: Logistic Network Research
You may be confused. Construction bots are unlocked quite early because we all agree that placing things by hand is not what is fun about this game. This topic is about when the requester chest is unlocked. There is no forcing here. If you want instant teleportation and other game-breaking things av...
- Mon Jun 04, 2018 12:18 pm
- Forum: General discussion
- Topic: Logistic Network Research
- Replies: 37
- Views: 12573
Re: Logistic Network Research
Robots solve any and all logistics problems. They "solve" the game, so to get them you have to first beat the game.
This is what bots turn your game into. https://i.imgur.com/jv0hQ6f.png There's no challenge building with bots at this level. Completely game breaking.
This is what bots turn your game into. https://i.imgur.com/jv0hQ6f.png There's no challenge building with bots at this level. Completely game breaking.
- Sun Jun 03, 2018 11:45 am
- Forum: Gameplay Help
- Topic: Sulfur vs Sulfuric Acid on Main Bus
- Replies: 11
- Views: 11918
Re: Sulfur vs Sulfuric Acid on Main Bus
Sulfur is like copper wire, expanding with a very rapid production, and like copper wire should avoid belts. Build it next to the consumer and use direct insertion.
- Sun Jun 03, 2018 11:15 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 22191
Re: How to fix module balance
Solar panels have a good material cost but take up too little space. Cut their output to 1/5th and cut their material cost lower as well. I think you vastly underestimate either the power need of late game bases or how much power they actually produce. They already do take up a massive amount of sp...
- Sat Jun 02, 2018 11:20 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 22191
Re: How to fix module balance
Disregarding ups the argument still holds. There is no new challenge in centupling your power. It's literally just stamping down more blueprints, unlike other production which provides new logistics challenges at different levels. All nerfing power would do is create a chore while start breaking dow...
- Sat Jun 02, 2018 7:53 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 22191
Re: How to fix module balance
Then why would you ever use more than one efficiency module? You wouldn't. That's the point. The bonus from efficiency is not worth sacrificing several slots over, even at the maximum bonus. It's better to just build more power. To buff it further you need to either give it new abilities or reduce ...
- Sat Jun 02, 2018 10:37 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 22191
Re: How to fix module balance
The real truth is that the problem can't be fixed without digging all the way to the bottom, dredging up the heart of the problem, fixing it at the source, and then re-building it up again from there. And the longer we avoid this uneasy truth, the harder it will be. Productivity does so much more t...
- Sat Jun 02, 2018 10:24 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 22191
Re: How to fix module balance
I think allowing prod modules on more products doesn't make much sense. -Things like kovarex is balanced around getting only 1 extra. The 40 required for a cycle would turn from a negative (takes long time to get going) to a positive (high base number to multiply). -On things like barrels you can ge...
- Thu May 31, 2018 12:29 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 103282
Re: Wet maps
I don't really know how generation happens, but it seems that the map spawns chunk by chunk. If an ocean chunk is spawned what should happen with the ore in it. Should the map "remember" that it has some ore to place? What if all nearby land is already discovered before the ocean chunk is ...
- Thu May 31, 2018 10:22 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 103282
Re: Wet maps
I think it makes sense that you get the same amount per unit of land. You don't have to explore, take over and control water, only land. Like take a look at this map. Some pretty big oceans. What should happen to the ore that tries to spawn in the oceans? Should it find the nearest place to spawn? I...
- Tue May 29, 2018 5:56 pm
- Forum: Gameplay Help
- Topic: Throughput unlimited balancers
- Replies: 15
- Views: 15291
Re: Throughput unlimited balancers
Seems like a bug with how the splitters works. You can fix it by closing the outputs and letting the balancer fill up, then reopen the outputs. I don't think it's a bug. Just a result of having too much at one point and too little the next. You still want it to be input balanced too, and it isn't w...
- Tue May 29, 2018 5:14 pm
- Forum: General discussion
- Topic: 0.16 Best map gen setting for beginners and design tests
- Replies: 8
- Views: 18043
Re: 0.16 Best map gen setting for beginners and design tests
Yes, size has a more dramatic effect when you also have very high frequency because lakes are more "shallow" to begin with. This results in many lakes drying out completely when you decrease the water level. Further out lakes get "deeper", so at around pos +-1000 to +-1500 they w...
- Mon May 28, 2018 1:11 pm
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 14225
Re: Inserter drop point inconsistency
Yes, because of the right hand rule it is easier to place on the right hand side, but I also explained why I think this is better.
- Mon May 28, 2018 12:55 pm
- Forum: Ideas and Suggestions
- Topic: Remove ability to take/drop from/to splitters
- Replies: 20
- Views: 5863
Re: Remove ability to take/drop from/to splitters
You repeating the same thing ad nauseam does not make it more true.Tekky wrote:This is not the case if they behave in a way that the graphics imply should not be possible.
- Mon May 28, 2018 2:20 am
- Forum: Ideas and Suggestions
- Topic: Remove ability to take/drop from/to splitters
- Replies: 20
- Views: 5863
Re: Remove ability to take/drop from/to splitters
Why are you so strongly against it? I have explained this in detail in my own suggestion thread to which I provided a link in my post above. Here is a quote of my most important post of that thread: I read your post before making mine and you just complained about pulling through roofs, which doesn...
- Mon May 28, 2018 2:15 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17415
Re: Iron Chests, An Idea for Conversion and Re-Use
I guess you missed how valuable Iron Chests are for Death World or any limited/expensive resources settings. Try wooden chests. I guarantee your factory will be better off with the smaller buffer too. * One of the main reasons I don't agree is the time spend wood chopping. Even quite early in the g...
- Sun May 27, 2018 9:03 am
- Forum: Ideas and Suggestions
- Topic: Remove ability to take/drop from/to splitters
- Replies: 20
- Views: 5863
Re: Remove ability to take/drop from/to splitters
Why are you so strongly against it? Both the underground and the splitter have naked belt parts where an inserter could easily place some items. And as said earlier inserters can place on everything, including the very much covered assemblers and furnaces, so it just makes sense that splitters and u...