Search found 354 matches
- Fri Mar 15, 2019 12:34 pm
- Forum: Balancing
- Topic: Balancing of Capacities of Containers
- Replies: 67
- Views: 32416
Nerf chest capacity
Just saying, but why not to reduce chest's capacity 8 times? Wooden - 2 Iron - 4 Steel - 6 Need to store a lot of something? Design a warehouse (not too hard). Need some buffer storage? Place multiple chests. It will give better feeling of volume. The only problem it will produce : it would be hard ...
- Fri Mar 15, 2019 12:12 pm
- Forum: Not a bug
- Topic: [Dominik][0.17.12] Fluid type reservation error
- Replies: 9
- Views: 2157
Re: [Dominik][0.17.12] Fluid type reservation error
Yes, the whole setup seems to be on its head. From the bottom you have the gas as an input instead of output of the chem plants. The pumps too go in the wrong direction. I see the gas lock only on the bottom pipe, which is a result of all being connected to the gas output of the refinery. When you ...
- Fri Mar 15, 2019 12:07 pm
- Forum: Balancing
- Topic: Pipes are too cheap, make barrels an attractive alternative!
- Replies: 9
- Views: 3227
Re: Pipes are too cheap, make barrels an attractive alternative!
The throughput for the small factory is enough, but megabases cannot be feed by only one long pipe. I think throughput of a pipe must be close to red belt. Looking at recipes for plastic, battery etc. I would say 600/s max, at least for gases. Less for liquids. I know that pipe's throughput is veee...
- Fri Mar 15, 2019 11:44 am
- Forum: Ideas and Requests For Mods
- Topic: Direct gas extraction
- Replies: 6
- Views: 967
Re: Direct gas extraction
I think it does this by using the same noise layer, with a less than 100% coverage area, then lets them intermix. Thank you, all-mighty Bob. I believe you've made some serious googling of real industrial processes, while developing your mods. Could you take a look at this thread : https://forums.fa...
- Fri Mar 15, 2019 11:34 am
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 6632
Re: Research going too fast/easy while I do other things?
Technically, game supports multiple presets for research costs. But currently here is only 1 option) All we need is "experienced" config. Correct?
- Fri Mar 15, 2019 11:29 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175927
Re: Solar panels less of a no-brainer
The thing the game lacks that you have in real life is maintenance costs and inconsistency, and in most parts of the world, land value, and environmental concerns. As I know, upkeep of solar panels is negligible. And in-game character doesn't bother about land value and environmental concerns. If t...
- Fri Mar 15, 2019 11:19 am
- Forum: Balancing
- Topic: Pipes are too cheap, make barrels an attractive alternative!
- Replies: 9
- Views: 3227
Re: Pipes are too cheap, make barrels an attractive alternative!
I'm not sure. In real life trans-continental pipes are very expensive, but also have huge throughput compared to basic railroad transportation.
- Fri Mar 15, 2019 11:13 am
- Forum: Duplicates
- Topic: fluid connections
- Replies: 3
- Views: 835
Re: fluid connections
Hi, this is a well known issue. We have not decided on how to solve it yet. Here are two types of fluid connections : requesters and providers. Requesters can decline incorrect input and thus shouldn't force fluid type to connected tube. But to make it easier to implement, how about just to disable...
- Fri Mar 15, 2019 10:19 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175927
Re: Solar panels less of a no-brainer
I think solar power is ok. It has high initial cost and has ridiculously low power density. Just like in real life. It isn't bad for game.
Also in real life wind power is 24/7 but has even lower (~2 times) power density, that's why I'm not sure if game needs it.
Also in real life wind power is 24/7 but has even lower (~2 times) power density, that's why I'm not sure if game needs it.
- Fri Mar 15, 2019 10:13 am
- Forum: Not a bug
- Topic: [Dominik][0.17.12] Fluid type reservation error
- Replies: 9
- Views: 2157
Re: [0.17.12] Fluid type reservation error
I think in some moment you accidentally connected Light (neutral at that moment) and Gas sections, and they both became Gas. You immediately disconnected them, but they both still Gas. I did the same yesterday. It is very annoying. When player disconnects pipe block, it must become neutral.
- Fri Mar 15, 2019 10:06 am
- Forum: Balancing
- Topic: [0.17] Personal laser defense gets too good
- Replies: 13
- Views: 8129
Re: [0.17] Personal laser defense gets too good
I didn't test PLD in 0.17 yet. You are talking about damage numbers and power efficiency. Tell me how good it is in endgame? Is power suit full of PLD good enough to annihilate endgame top-tier alien fields?
- Fri Mar 15, 2019 9:32 am
- Forum: Ideas and Requests For Mods
- Topic: Direct gas extraction
- Replies: 6
- Views: 967
Re: Direct gas extraction
The easiest solution for direct gas mining is to add new gas deposits on the map, as previously stated by darkfrei. depending on how the mod is written, you could then either mine it with a standard pumpjack, or with a special gas mining drill. Thank you. Is it possible to force these two resources...
- Fri Mar 15, 2019 9:28 am
- Forum: Modding help
- Topic: Non-ore resource sources
- Replies: 8
- Views: 1866
Re: Non-ore resource sources
There are some more ways you may use to generate resources: Different process from the same ingredient. Just like basic and advanced oil processing, which has different ratio in products. You may create a new process that gives your new resources. Probabilistic recipe. Just like the uranium process...
- Fri Mar 15, 2019 7:42 am
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 6632
Re: Research going too fast/easy while I do other things?
Yeah, the same feeling. Marathon mode x4 made it much better. May be next time I'll set up even higher multiplier, or less resources. But multiplier doesn't fix one major thing : researches price increase must be much higher. Personal fusion reactor requires 200 packs, steel axe - 50 packs. Yes, it'...
- Fri Mar 15, 2019 7:23 am
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 95
- Views: 31280
Re: Local power connector module for modular armor
+1. It will be a great option for construction armor layout and will allow to keep personal reactor in military branch for out-of-base operations.
But balancing is required : reactor must be better then batteries charged at home.
But balancing is required : reactor must be better then batteries charged at home.
- Fri Mar 15, 2019 7:09 am
- Forum: Ideas and Suggestions
- Topic: Connection of circuit network over distances.
- Replies: 22
- Views: 8906
Re: Long range signal sender/reciver aka signal via radio
While looking like radio, technically It can be implemented as underground connection of both red and green wires.
- Thu Mar 14, 2019 4:16 pm
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 11273
Re: blue and yellow assembler are worse than grey
It's about modules. If you care about power, use Assembler 3 with 1x Speed 3 and 3x Efficiency 3. Result :
1.25*1.5 = 1.875 speed
375KW * (1+0.7-3*0.5 = 0.2) = 75KW power
Almost 4 times more speed with same power consumption as Assembler 1.
1.25*1.5 = 1.875 speed
375KW * (1+0.7-3*0.5 = 0.2) = 75KW power
Almost 4 times more speed with same power consumption as Assembler 1.
- Thu Mar 14, 2019 3:01 pm
- Forum: General discussion
- Topic: Productivity module issue
- Replies: 5
- Views: 1681
Re: Productivity module issue
What the hell. It's definitely floating point error, but it's possible to make an integer check each time recipe is done.
I'm afraid this math won't be corrected due to performance priority.
I'm afraid this math won't be corrected due to performance priority.
- Thu Mar 14, 2019 2:40 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 32913
Re: Lategame mining options are lacking
Why would you put the miners at the ore field in the first place? Make a train station to load ore and a bunch of miners in a blueprint. Then somewhere else build your smelter. That way when a mine runs dry you don't have to relocate all your smelters. You aren't left with 10k coal from destructing...
- Thu Mar 14, 2019 10:39 am
- Forum: Balancing
- Topic: There are not enough options vs bases early game
- Replies: 28
- Views: 8526
Re: There are not enough options vs bases early game
What a coincidence! I just wanted to create similar topic. I've started marathon x4. I was trying to fight without turret creep, because I feel it a little cheaty and devs don't encourage this strategy. In the beginning I destroyed nearest bases with machine gun and basic bullets. But nests have an ...