Search found 432 matches
- Thu Oct 17, 2019 6:43 pm
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 19936
Re: Niggles and nitpicking - player preferences
Also, screw basic power poles. Wooden boxes have a good use (items you don't need a bazillion of) but small power poles can go to hell. In a large factory, somehow 1 always ends up in my inventory. Basic power poles are actually perfectly useful even into the end game, since no power pole has a flo...
- Thu Oct 17, 2019 6:27 pm
- Forum: Ideas and Suggestions
- Topic: Non-alt-mode visual indicator of assembler product
- Replies: 1
- Views: 688
Non-alt-mode visual indicator of assembler product
This is pretty simple conceptually: Right now, assemblers outside of alt-mode are black boxes. You have to observe the output stream in order to figure out what a given one is working on, which is a pain. On the other hand, chemical plants currently show, via a window and their smoke colour, what ki...
- Thu Oct 17, 2019 6:23 pm
- Forum: Ideas and Suggestions
- Topic: Connecting radars to circuit and logistic networks
- Replies: 43
- Views: 19418
Re: Connecting radars to circuit and logistic networks
How a radar should know that an enemy entered its long-range zone if it's not scanning it ? One reason to have the radars is that they ultimately provide a long-range warning against new biter settlements (that are outside of your pollution cloud, otherwise you're going to have a much sooner, much ...
- Thu Oct 17, 2019 6:21 pm
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 18661
Re: Version 0.17.70
Following the recent notable increase in consumption of walls and laser turrets, the biters seems to stress my defenses adaequatly more. I guess I'll have to play without biters starting from now, or at least to tune them significantly down - and hurry to get the achievements I lack before I upgrad...
- Thu Oct 17, 2019 6:15 pm
- Forum: General discussion
- Topic: Criticism: Belt Immunity Equipment
- Replies: 39
- Views: 13512
Re: Criticism: Belt Immunity Equipment
What is nice about the 1x1 size? The solar panel next to it? It doesn't "align" with the other components available, at all. Having small components other than Solar panels creates a group of "small equipment" items to equip and prevents players from looking down at solar panels...
- Thu Oct 17, 2019 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Logistics robots should not remove repair packs from roboports
- Replies: 13
- Views: 3582
Re: Logistics robots should not remove repair packs from roboports
You're not supposed to put repair packs in roboports, those slots exists so construction robots can land without having to put the repair pack back in a chest. I mean, sure. The point still exists that having logistic bots, instead of construction bots, using the roboport repair pack slots is a bit...
- Thu Oct 17, 2019 5:10 pm
- Forum: Balancing
- Topic: Power switches should be 1x1
- Replies: 43
- Views: 12869
Re: Power switches should be 1x1
The "why" is fuel loading, namely the standard "steam buffer" nuclear where you only load more fuel (into every reactor at once) when you get low on steam. Generally, a belt rings the entire set of reactors. The easy method is to simply fill one side of the belt entirely with fu...
- Sun Oct 13, 2019 5:21 am
- Forum: Balancing
- Topic: Gun turret range
- Replies: 21
- Views: 8994
Re: Gun turret range
While I share the sentiment, you need to keep in mind that gunturrets are super cheap to research and to produce. They are explicitely meant for the early game. The superior damage upgrades and ammo benefits simply allow it to remain usefull well into the later stages of the game. Increasing the ba...
- Sat Oct 12, 2019 9:57 am
- Forum: Not a bug
- Topic: Refined concrete bug?
- Replies: 3
- Views: 915
Re: Refined concrete bug?
I think the weirdest bit is the trees myself :v
- Sat Oct 12, 2019 9:28 am
- Forum: Balancing
- Topic: Gun turret range
- Replies: 21
- Views: 8994
Re: Gun turret range
don't forget that upgraded gun turret has way more DPS than laser Yes, but by the time that's really relevant , you can get entirely adequate DPS out of upgraded laser turrets, with far, far simpler logistics. Especially since you can stick lasers three deep and the last one will still be able to s...
- Sat Oct 12, 2019 4:08 am
- Forum: Balancing
- Topic: Belt speeds
- Replies: 24
- Views: 8703
Re: Belt speeds
Belts faster than 45 item/s suck. You need uber inserters to cope, it's just an arms race of rainbow-tinted entities cluttering up the crafting menu. I don't think the 3i/s difference between 45 and 48 would require anything beyond the usual fast/stack inserters already used for direct blue belt pu...
- Sat Oct 12, 2019 4:03 am
- Forum: Ideas and Suggestions
- Topic: Pipe color from fluid color
- Replies: 1
- Views: 570
Re: Pipe color from fluid color
In theory that's what the windows are for, but straight non-junction aboveground pipe pieces are a rare beastie indeed. I like the idea of just colouring them given the no-fluid-mixing schema we have now.
- Thu Oct 10, 2019 11:35 pm
- Forum: Balancing
- Topic: Belt speeds
- Replies: 24
- Views: 8703
Re: Belt speeds
I have some thoughts on how to make 'let's throw more belts at the problem' be a viable alternative to 'screw it, I'm using robots', but they're beyond the scope of this thread :p
- Thu Oct 10, 2019 11:31 pm
- Forum: Balancing
- Topic: Power switches should be 1x1
- Replies: 43
- Views: 12869
Re: Power switches should be 1x1
I'm still not seeing why you can't have a timer that counts to 12000, and then, if all other conditions are met, generates a pulse and resets its ticking. :v
- Thu Oct 10, 2019 6:32 am
- Forum: Ideas and Suggestions
- Topic: Create ghost for cursor while crafting by hand, replace by entity when crafted
- Replies: 6
- Views: 1420
Re: Create ghost for cursor while crafting by hand, replace by entity when crafted
Whereabouts can I find that?
- Thu Oct 10, 2019 6:32 am
- Forum: Balancing
- Topic: Power switches should be 1x1
- Replies: 43
- Views: 12869
Re: Power switches should be 1x1
I just use a timer and override the inserters to 1. If you're pulling from a belt instead of a chest you need to build a hold to keep the trigger signal for a few ticks, but it's not complex.
- Mon Oct 07, 2019 10:12 pm
- Forum: Balancing
- Topic: Make nightvision internal buffer bigger
- Replies: 22
- Views: 10814
Re: Make nightvision internal buffer bigger
While we're at it, I'd like to see the size dropped to 1x1 on the grid. That way it fits better with solar panels and belt-immunity.
- Mon Oct 07, 2019 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Create ghost for cursor while crafting by hand, replace by entity when crafted
- Replies: 6
- Views: 1420
Re: Create ghost for cursor while crafting by hand, replace by entity when crafted
I'd just like it if the quickbar totally ignored inventory counts and would let me use it to put down ghosts regardless of how many items I have in my inventory.
- Fri Oct 04, 2019 5:35 am
- Forum: Not a bug
- Topic: [0.17.69] - Steam power production differences between turbines & engines
- Replies: 6
- Views: 1287
Re: [0.17.69] - Steam power production differences between turbines & engines
It isn't just for steam types too. Power generation is % of max for all producers in a given priority. Steam engines & turbines have the same priority so both are asked to perform at the same % to balance the load. What the generator has to consume to maintain that percentage is irrelevant. I k...
- Fri Oct 04, 2019 5:15 am
- Forum: Not a bug
- Topic: [0.17.69] - Steam power production differences between turbines & engines
- Replies: 6
- Views: 1287
Re: [0.17.19] - Steam power production differences between turbines & engines
It does not consume it's steam at 12/second; the game assumes that the turbine needs to be drawing 20% of it's 5.8MW 500C steam output, and so the turbine pulls in >38.7< steam/second. Each steam turbine/engine consumes enough steam to produce 20% of its max output. Whether you are feeding it 125° ...