Search found 1025 matches

by Honktown
Sat Oct 12, 2019 5:37 am
Forum: Balancing
Topic: Gun turret range
Replies: 21
Views: 9070

Re: Gun turret range

There's something that's being overlooked - turrets fire rate is 10 bullets per second vs a lasers 1.5. Even at base damage, a single un-upgraded turret firing AP rounds can kill a medium spitter in .7 seconds (rounded to the nearest bullet), having dealt a possible 56 damage. That's no speed or dam...
by Honktown
Sat Oct 12, 2019 2:18 am
Forum: Ideas and Suggestions
Topic: Burner Miner should mine and destroy Uranium ore
Replies: 4
Views: 1579

Re: Burner Miner should mine and destroy Uranium ore

You can build on ore. What's the point in destroying it?
by Honktown
Sat Oct 12, 2019 2:16 am
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 8764

Re: Belt speeds

Isn't the extra space taken up a problem, especially in deathworld? Or are the resource costs really that much more a problem? And yes, I always end up using red and then blue underneathies early. Mainlu because distance, partly because I upgrade everything else later but using the extra distance i...
by Honktown
Fri Oct 11, 2019 11:30 pm
Forum: Ideas and Suggestions
Topic: Roboport Functionality
Replies: 5
Views: 2146

Re: Roboport Functionality

A workaround would be to put down requester chests at random roboports for either robot, and stuff the logistic and construction bots in provider chests. Or just not have your construction bots being inserted near your logistics paths (a requester chest can reach 4 robotports I think with long arms ...
by Honktown
Fri Oct 11, 2019 11:14 pm
Forum: Gameplay Help
Topic: Flamethrower turret - Heavy or light oil?
Replies: 5
Views: 3970

Re: Flamethrower turret - Heavy or light oil?

Oil itself is generally the best to use. Flamethrower turrets are strong enough to toast everything, and walls (do use walls, double thick) will always take damage because the turrets don't aim ahead/the flame stream is slow. If you want to use the higher-damage oils, be aware flame turrets only use...
by Honktown
Fri Oct 11, 2019 3:35 pm
Forum: Modding interface requests
Topic: [0.17.69] Idle animations are drawn, but not animated.
Replies: 4
Views: 1273

Re: [0.17.69] Idle animations are drawn, but not animated.

A good example could be turrets looking around while no enemies are nearby. Graphical animations are distinct from actual behavior. Turrets do have an orientation, so a graphical animation would sorta corrupt this (it would go from mid-animation back to where it was resting and pointed in a cardina...
by Honktown
Thu Oct 10, 2019 7:43 pm
Forum: Modding help
Topic: non-modular entities and modules
Replies: 9
Views: 2220

Re: non-modular entities and modules

Is it possible to make the boiler with the furnace prototype? There was another topic someone made - a request to change the unit conversion of water->steam, and I realized a half-solution: make an oil-jack like machine that takes water and produces steam, and is a burner. Anything with a fixed and...
by Honktown
Thu Oct 10, 2019 4:31 pm
Forum: Ideas and Requests For Mods
Topic: "heat furnace", new furnace using heat from nuclear reactor
Replies: 13
Views: 3297

Re: "heat furnace", new furnace using heat from nuclear reactor

As for the heat requirement, heat of a heat pipe is only dependent on energy supplied and editing the heat_buffer attribute, so a custom high-temperature "superinsulateds pipe" or whatever is possible. The Advanced Nuclear mod edits heat pipes and nuke reactors (and turbines). I was going ...
by Honktown
Thu Oct 10, 2019 4:16 pm
Forum: Ideas and Requests For Mods
Topic: Various mining options
Replies: 6
Views: 1816

Re: Various mining options

1) You can change resource to look like rocks, and they have collision boxes. Maybe could be made impassible (like normal buildings), not sure about giving them health, but check out demo-resources.lua 2) See if you can exploit the system: demo-resources.lua minable = { mining_particle = resource_pa...
by Honktown
Thu Oct 10, 2019 3:38 pm
Forum: Balancing
Topic: Chemical science pack suggestion
Replies: 5
Views: 3617

Re: Chemical science pack suggestion

Technically, once you hit yellow science (production) the cost is very very much improved for red chips. It used to cost chip-wise three blue chips and a speed module for 2 bottles (11 red chips total and 65 green). Now it costs substantially less than it used to. Used to take 84.25 copper and 44 ir...
by Honktown
Thu Oct 10, 2019 12:41 pm
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 21
Views: 7754

Re: Tiered difficulty for nests

I haven't noticed any changes as to the (initial) worm range ? Not sure which worms, but: 0.17.0 Date: 26. 02. 2019 >Combat Balancing >>Worms and spitters use new "stream" attack now. >>>Worm shooting range is generally longer. It feels much longer in practice, possibly due to the new pre...
by Honktown
Thu Oct 10, 2019 10:50 am
Forum: Energy Production
Topic: Building a 1TW nuclear reactor
Replies: 19
Views: 45604

Re: Building a 1TW nuclear reactor

2) That's a LOT of water, particularly given the map footprint. I wonder how your design can be adapted to accomodate bwater delivered by trains, whether piped or barreled. I foresee a significant bot-scaling issue due to crowded flight paths and exceedingly cramped layouts. Likely, your modular &q...
by Honktown
Thu Oct 10, 2019 10:31 am
Forum: Energy Production
Topic: Solar farm with perfect ratio
Replies: 28
Views: 17037

Re: Solar farm with perfect ratio.

Personally i just build solar fields and accu fields seperately, i find that easier to expand. Accus <10% left after the night? -> more accus. Accus not 100% full before the night? -> more solars I noticed something with solar panel layouts. Technically a "normal" 18x18 substation in the ...
by Honktown
Thu Oct 10, 2019 9:47 am
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 21
Views: 7754

Re: Tiered difficulty for nests

Solar / shields / batteries are all red-green and/or military science. Cluster grenades require blue and yellow. Waaaaay further down the tree and much much more resource intensive if you're saying you had modular armor with no equipment and cluster grenades. Rockets do make taking out worms much ea...
by Honktown
Thu Oct 10, 2019 9:24 am
Forum: Balancing
Topic: Make nightvision internal buffer bigger
Replies: 22
Views: 10846

Re: Make nightvision internal buffer bigger

Why not have two nightvisions? Nightvision mark one doesn't have an internal battery, and is 2x2. Nightvision MK2 would be 1x1, and have batteries. You could use the excuse that nightvision is an incandescent bulb (return the power draw to the old value) and nightvision MK2 is LED (smaller, more eff...
by Honktown
Thu Oct 10, 2019 9:20 am
Forum: Balancing
Topic: Belt speeds
Replies: 24
Views: 8764

Re: Belt speeds

Belt speeds being double would be convenient, and would give more of an incentive to upgrade tiers. 13.333 was often cutting out just when you needed it, so increasing the speed makes upgrading belts less necessary (and relatively cheaper/easier - since you're further down the resource income chain ...
by Honktown
Thu Oct 10, 2019 8:59 am
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 21
Views: 7754

Re: Tiered difficulty for nests

Modular armor isn't quite as gamebreaking as you make it out to be. I will agree that lower tier shields are more efficient for damage absorbed per energy, but considering the better shields have both a larger capacitor, charge faster, and use up less space, meaning more solar panels/fusion reactor...
by Honktown
Thu Oct 10, 2019 8:24 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 12936

Re: Power switches should be 1x1

I really wanted to make a 2-gap (2 tiles from reactor to first heat exchanger) fuel loading that relied on inserters that shut themselves off as soon as they grabbed fuel, and then finished their swing on another signal. With a 3 gap or with chests instead of power off you can pretty easily get it ...
by Honktown
Thu Oct 10, 2019 3:40 am
Forum: Balancing
Topic: Tiered difficulty for nests
Replies: 21
Views: 7754

Re: Tiered difficulty for nests

Sorry! For some reason I wasn't getting notifications of replies. Flamethrower range might be poor, but the vastly increased damage allows you to take out nests with blue biters & a few blue worms. (Especially once you get modular armour soon after.) Not to mention flame turret pushing, though I...
by Honktown
Thu Oct 10, 2019 2:55 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 12936

Re: Power switches should be 1x1

finishing a swing despite being disabled Cutting power works mid-swing. I explicitly used a janky set-up on my nuclear reactor for inserting fuel: A 2 tall x 3 wide grid of inserters. Left side puts objects upwards, right side puts objects downwards. They can use fast inserters or slow ones, doesn'...

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