Search found 354 matches
- Sat Feb 01, 2020 11:41 am
- Forum: Balancing
- Topic: Change Concrete Recipe to something more 'realistic'
- Replies: 7
- Views: 2992
- Fri Jan 31, 2020 8:49 am
- Forum: General discussion
- Topic: Campaign Solution
- Replies: 11
- Views: 3455
Re: Campaign Solution
Let's start with the statement of the problem. Why do you want "campaign"? As a tutorial?
- Fri Jan 31, 2020 7:21 am
- Forum: General discussion
- Topic: [0.18.3] New Biter sound makes it feel like i am killing a dog thats bad
- Replies: 8
- Views: 3155
Re: [0.18.3] New Biter sound makes it feel like i am killing a dog thats bad
I wonder why some players like to kill people and aliens, but don't like to kill dogs.
- Wed Jan 29, 2020 7:09 am
- Forum: Ideas and Suggestions
- Topic: Reserving chest slots
- Replies: 13
- Views: 6624
Re: Reserving chest slots
Change chest sizes from 16-32-48 to 4-6-8. Less space to waste)
- Wed Jan 29, 2020 7:03 am
- Forum: Gameplay Help
- Topic: End Games Train Loading and Unloading
- Replies: 11
- Views: 4030
Re: End Games Train Loading and Unloading
Ore transporting generates more than 50% or total traffic. That's why I don't have centralized smelters anymore. Everything that require only 1 ore type I produce right near ore patch. Thus I have stations for : Copper plates, Iron plates, Steel plates, Gears, Engines, Bricks.
- Tue Jan 28, 2020 2:22 pm
- Forum: General discussion
- Topic: Where do you see the End Game
- Replies: 23
- Views: 9801
Re: Where do you see the End Game
The game actually lacks any major restrictions except those made by the player. There really is no "infinite goals" - the goal is make a rocket. It is like telling a child - a crayon has billions of possibilities and worlds it can make! If I gave you a crayon would you have endless hours ...
- Tue Jan 28, 2020 1:30 pm
- Forum: General discussion
- Topic: Campaign Solution
- Replies: 11
- Views: 3455
Re: Campaign Solution
Offworld Trading Company?
There is no need to painfully invent the campaign. Sandbox format fits this genre perfectly.
There is no need to painfully invent the campaign. Sandbox format fits this genre perfectly.
- Tue Jan 28, 2020 9:04 am
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62576
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Writing here what I also wrote on reddit (minor rephrasing). Deja vu... Last spring I posted something similar. Why polishing so minor things for years, while here is major issue in core mechanics? Simmetry and reproducibility. Copy-pasted network must work identically. Multiple pumps connected to ...
- Tue Jan 28, 2020 8:26 am
- Forum: General discussion
- Topic: 0.17.79
- Replies: 4
- Views: 1180
Re: 0.17.79
If you are playing through Steam, you need manually switch beta to 0.18.x.
- Tue Jan 28, 2020 6:30 am
- Forum: Ideas and Suggestions
- Topic: Display train's ID number on scheduler UI
- Replies: 15
- Views: 4465
Re: Display train's ID number on scheduler UI
Trains have IDs?) Never noticed. And what is the use of them to the player?
- Mon Jan 27, 2020 4:38 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 5845
Re: highlight where the signal problem is
So true... BUT! If algorithm fails to find a path, game couldn't know what path did you mention. What it must show if a train and a station are in completely different networks? I don't think this problem has any solution. Game already shows you everything it can : train and station. it can highlig...
- Mon Jan 27, 2020 12:39 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 5845
Re: highlight where the signal problem is
So true...
BUT! If algorithm fails to find a path, game couldn't know what path did you mention. What it must show if a train and a station are in completely different networks? I don't think this problem has any solution. Game already shows you everything it can : train and station.
BUT! If algorithm fails to find a path, game couldn't know what path did you mention. What it must show if a train and a station are in completely different networks? I don't think this problem has any solution. Game already shows you everything it can : train and station.
- Mon Jan 27, 2020 12:30 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 40478
Re: Request: Max number of trains for stations
The problem seems pretty straight forward. If the train station maxes out and hard caps, then the pathing for any other trains will break. Broken pathing causes trains to stop. Stopped trains ruin everyone's day. When does a station decide that it's full? Is it when the trains choose the station as...
- Mon Jan 27, 2020 8:21 am
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62576
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Just as feedback : I watched official trailer, bought game, launched sandbox and never played any kind of campaign. Everything was clear from the start.
Mini tutorials for trains were very useful.
Mini tutorials for trains were very useful.
- Mon Jan 27, 2020 6:49 am
- Forum: Ideas and Suggestions
- Topic: Fluid mechanics
- Replies: 8
- Views: 2359
Re: Fluid mechanics
I'm fine with throughput degradation, for me major issue is an unpredictable behavior. 100% simmetrical design doesn't result in even split, 2 pumps connected to one pipe do not divide fluid equally, pump connected in the middle of a long pipe doesn't grab entire flow, etc. And yes, forced pipes con...
- Mon Jan 27, 2020 6:39 am
- Forum: Balancing
- Topic: Previous discussions re: beacon behavior with efficiency modules
- Replies: 4
- Views: 1938
Re: Previous discussions re: beacon behavior with efficiency modules
Modules/Beacons math is broken as hell on fundamental level. There is no point in slight tuning like this.
- Thu Jan 23, 2020 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Technology tree - progress
- Replies: 4
- Views: 1687
Re: Technology tree - progress
x1000.... I'm playing expensive x10 and it's pleasantly painfull. But x1000... Automation will cost 10000 science packs, 50000 seconds (14 hours) of manual crafting. And yes, I support this notice. Also. Here are floating-point errors. I had 99.999...% research done with exact number of science pack...
- Thu Jan 23, 2020 1:00 pm
- Forum: General discussion
- Topic: Roboports
- Replies: 24
- Views: 6008
Re: Roboports
One more thing to consider: A roboport has an internal battery that charges at a certain rate. And the charging stations draw from that battery. Does a roboport even draw enough power off the grid to run all 4 pads all the time? I think so but can't check right now. Yes, Roboport recharges at 5MW. ...
- Thu Jan 23, 2020 12:05 pm
- Forum: General discussion
- Topic: Roboports
- Replies: 24
- Views: 6008
Re: Roboports
Maybe the charging port count and charging in general is to limit the range of the bots. You can have 350 construction bots and have it dismantle a 350 piece structure nigh instantly - although they all have to charge before returning into the roboport. Transporting 350 items over long distances vi...
- Thu Jan 23, 2020 8:22 am
- Forum: Ideas and Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 70
- Views: 20168
Re: Separate signals to/from red and green wires
Tried to send contents of the Requester Chest by red wire, and set request from green wire...