Search found 231 matches
- Sat Mar 24, 2018 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Pre-Planning Phase option
- Replies: 8
- Views: 2983
Re: Pre-Planning Phase option
If a person is not experienced enough to survive on normal settings I wouldn't think they were experienced enough to preplan everything, as that is many times harder. Blueprints are kept across all games too, so once you've built something that works in your first game you can save it for future gam...
- Sat Mar 24, 2018 11:08 pm
- Forum: Ideas and Suggestions
- Topic: I need to know what goes on this belt right away
- Replies: 4
- Views: 1765
Re: I need to know what goes on this belt right away
What I do in my blueprints is to label each belt with a filter inserter.
I don't think this is something the developers needs to spend time on.
I don't think this is something the developers needs to spend time on.
- Sat Mar 24, 2018 11:12 am
- Forum: General discussion
- Topic: Loaders?
- Replies: 69
- Views: 36519
Re: Loaders?
Op in the sense I am using it means that it ousts the alternatives from the game, making it less diverse. If you compare it to ecosystems a balanced game is like a diverse ecosystem while an unbalanced game turns into a monoculture of the OP plant. OP can also mean it is so strong it unbalances the ...
- Sat Mar 24, 2018 1:27 am
- Forum: General discussion
- Topic: Loaders?
- Replies: 69
- Views: 36519
Re: Loaders?
Bots being OP is not a reason to make OP things for belts. However, I don't think they are too op. If they could only pull to and from chests, no other containers such as train wagons or assemblers I think they could be ok, and maybe since they easily compress belts form eg a requester chest some bo...
- Sat Mar 24, 2018 12:37 am
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 10502
Re: Cover ore with bricks/concrete
I think it is a good suggestion. It's not just about the ore and visibility. It simply makes sense for it to cover things.
- Sat Mar 24, 2018 12:28 am
- Forum: Ideas and Suggestions
- Topic: Adjacent Power
- Replies: 22
- Views: 6592
Re: Adjacent Power
And as I said earlier in that topic on steam: It does add to complexity if you think about it and it does add more gameplay element. I don't know why you think I want to remove the electric poles... You'll be able to make one giant complex block. It doesn't reduce the difficulty of creating systems...
- Fri Mar 23, 2018 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Adjacent Power
- Replies: 22
- Views: 6592
Re: Adjacent Power
Like I said in the other topic, I like power poles. They add to the complexity of the game, both visually and strategically. We need more game elements to play with, not fewer.
- Fri Mar 23, 2018 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Rail Chain Signals Need A Better Desciption
- Replies: 4
- Views: 2187
Re: Rail Chain Signals Need A Better Desciption
Chain signals look at its own block but also at the next signal. A red signal overrules a green always, so a chain signal which looks at two things (the next signal and its own block) will be red if either is occupied. Would a description like "Also reads the next signal in the path to allow be...
- Fri Jan 05, 2018 10:33 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346073
Re: Friday Facts #224 - Bots versus belts
Yeah GL with belts when you play mods that have 8 item input recipes. See what you are missing whey you can solve everything with bots. An assembler can access up to 48 lanes. 14 if you need to keep it simple and have straight belts which continues past the assembler. Forcing players to play with b...
- Fri Jan 05, 2018 9:31 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346073
Re: Friday Facts #224 - Bots versus belts
If you think belts aren't good enough compared to belts, then buff the belts (many great suggestions on how to do that so far), don't nerf bots. The game seems to be going more and more in a direction of having players play in a certain way based on what you the devs want. It no longer becomes sand...
- Fri Jan 05, 2018 8:54 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346073
Re: Friday Facts #224 - Bots versus belts
I choose to play with belts. I think using logistics bots where everything can be done the same way: requester>inserter>assembler>inserter>provider makes for really boring gameplay. I think a massive change like removing logistics bots will make a lot of people unhappy, but I think they would get us...