Search found 1025 matches
- 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...
- 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?
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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'...