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by bobucles
Sat Jan 30, 2016 10:51 pm
Forum: Gameplay Help
Topic: On verge of losing, need help (frequent/large enemies)
Replies: 13
Views: 28793

Re: On verge of losing, need help (frequent/large enemies)

50 hours? Gun turrets? You dun goofed. Laser turrets are the king of base defense. Gun turrets have some niche use to prevent damage, but the cost of ammo is so much higher vs. the cost of repair that this is a moot point. Just get lots of lasers. Your energy issues can be addressed by filling your ...
by bobucles
Thu Jan 21, 2016 1:42 am
Forum: General discussion
Topic: I need More power, Do you?
Replies: 13
Views: 30558

Re: I need More power, Do you?

2700 solar panels? Oh my gosh. That's so cute. I just want to pinch your cheeks, gothraga.

If you are having trouble with base expansion, it is time to learn about blueprints.
by bobucles
Thu Jan 21, 2016 1:12 am
Forum: Ideas and Suggestions
Topic: Multiplicative instead of additive (colored) lighting
Replies: 11
Views: 26830

Re: Multiplicative instead of additive (colored) lighting

Lighting operations only matter for the immediate visible area around the player, so the computational requirements are fairly fixed regardless of map complexity. Besides, isn't this the kind of work that gets thrown off to the GPU? It shouldn't matter that much or at all on the CPU side of things.
by bobucles
Fri Jan 15, 2016 11:42 pm
Forum: Implemented Suggestions
Topic: Ability to set Pollution on a per recipe basis
Replies: 6
Views: 15854

Re: Ability to set Pollution on a per recipe basis

You can sort of do this by tying the recipes to a new structure. If you want a low pollution recipe, link up with a clean assembler. If you need a very polluting recipe, use a grisly assembler.
by bobucles
Fri Jan 15, 2016 10:12 pm
Forum: Ideas and Suggestions
Topic: Multiplicative instead of additive (colored) lighting
Replies: 11
Views: 26830

Re: Multiplicative instead of additive (colored) lighting

Computers are kind of made to do math so it'll be fine.
by bobucles
Thu Jan 14, 2016 8:25 pm
Forum: Ideas and Suggestions
Topic: New Feature: Allow sharing blueprints between different game
Replies: 7
Views: 20685

Re: New Feature: Allow sharing blueprints between different game

I'm not sure where the sharing part comes in. You mean to someone else playing with you because there was no talk of sharing between characters from the devs.
If you can share blueprints between your own maps, why not share them with other players? It's not a big leap.
by bobucles
Sun Jan 10, 2016 1:29 am
Forum: Balancing
Topic: Starting location
Replies: 6
Views: 21228

Re: Starting location

The problem isn't so much with a continental start, but rather with water being completely impassible.

It would be great to have some materials that can cross water. Such as rail bridges or boats.
by bobucles
Sun Jan 10, 2016 1:28 am
Forum: Balancing
Topic: Rocket Research needs to be split up.
Replies: 10
Views: 25698

Re: Rocket Research needs to be split up.

It would be nice for some of the materials to find their way into other items, rather than being ONLY rocket materials. For example the low density structure would be a nice replacement for steel in the Power Armor MKII recipe. Currently both variants of power armor use the same stuff, just differen...
by bobucles
Sat Jan 09, 2016 3:43 pm
Forum: Ideas and Suggestions
Topic: Robot automatic upgrading
Replies: 9
Views: 35019

Re: Robot automatic upgrading

I'm pretty sure there's an upgrade planner mod that does exactly this. First you set up which buildings get upgraded and what they get upgraded to, then you deploy the yellow zone and let bots go at it.
by bobucles
Mon Jan 04, 2016 9:49 pm
Forum: General discussion
Topic: Why use trains?
Replies: 26
Views: 44534

Re: Why use trains?

This being a sandbox game, the only real answer is: because they're cool Pretty much this. Regular unmodded map settings will get you to space without ever really NEEDING to use trains. Everyone else pretty much covered the major points. Trains let you move vast amounts of resources (or yourself) a...
by bobucles
Mon Jan 04, 2016 8:19 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197508

Re: Solar panels less of a no-brainer

Replacing solar electric with solar thermal could be a neat thing. There are some pressing issues however. 1) Closed liquid loops don't function very well. I've seen the nuclear mod attempt it and it's not pretty as the fluid system seems to need air bubbles to work properly. That's a major reason w...
by bobucles
Mon Jan 04, 2016 5:10 pm
Forum: General discussion
Topic: turrets capacity
Replies: 6
Views: 16728

Re: turrets capacity

It's pretty tough to hold ground on that final mission. Mostly the issue is keeping the supply chain going for the turrets. It's dangerous if you take too long and drain your finite resources too hard. In the campaign the map size is finite, and nests are finite. The simplest solution is to march ou...
by bobucles
Sun Jan 03, 2016 5:05 pm
Forum: General discussion
Topic: turrets capacity
Replies: 6
Views: 16728

Re: turrets capacity

Biters will attack in three major ways: 1) Random spawn patrols. This is where biters migrate in search of a new home. Sometimes they will walk through your base and cause trouble. This is pretty common if you are on a shoreline as empty islands will trigger the patrols. When these attacks DO happen...
by bobucles
Thu Dec 31, 2015 1:26 pm
Forum: Implemented Suggestions
Topic: Flame tank + better flame thrower
Replies: 1
Views: 7541

Re: Flame tank + better flame thrower

It would be nice for vehicles to have modular weapon slots. That way you don't need a separate vehicle just to use X item.
by bobucles
Wed Dec 30, 2015 1:52 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197508

Re: Solar panels less of a no-brainer

The best solar solution is going to affect the net value of panels as little as possible, while achieving the maximum output in how players have to rethink their gameplay. I don't think that's an unfair statement to make. That being said, there have been multiple solutions brought up in this thread ...
by bobucles
Mon Dec 28, 2015 4:54 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197508

Re: Solar panels less of a no-brainer

What's such a downside to having an energy star[:)] compliant base? You're just going to run every device on permanent hot standby? How will you expect to expand into CPU breaching territory if you won't cut CPU cycles where they count? It's practically a requirement for everything nowadays. The pro...
by bobucles
Sun Dec 27, 2015 9:33 pm
Forum: Balancing
Topic: Balancing research speed - marginally decreasing lab efficiency
Replies: 14
Views: 32800

Re: Balancing research speed - marginally decreasing lab efficiency

Now that research is more of a flow based system there's nothing wrong with slowing down the research speed. The flow system actually sped things up quite a bit as you get research during the entire cycle instead of at the very end. It's even possible to finish a topic in less than one cycle. Labs t...
by bobucles
Sun Dec 27, 2015 3:42 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197508

Re: Solar panels less of a no-brainer

Also, I still find randomized power generation not that of a good idea. Either it is just a way of making solar/accu more expensive as I outlined That's not exactly true. In the grand scheme of things a single cloudy day per week is not a huge loss of energy. However it makes a HUGE difference in t...
by bobucles
Tue Dec 15, 2015 3:53 pm
Forum: Ideas and Suggestions
Topic: Underground Building
Replies: 5
Views: 13880

Re: Underground Building

Meh. Monitors only display a single layer of visual output. An underground layer means you have to constantly switch between 2 views. No matter what the player is only going to be able to read half of the game's info at one time, and that is a big issue when it comes to providing a clean clear UI. Y...
by bobucles
Sun Dec 06, 2015 5:08 pm
Forum: Ideas and Suggestions
Topic: Bots - mining
Replies: 6
Views: 13127

Re: Bots - mining

IMO the best way to address this is by expanding the pickaxe system. Early game having only a mining axe is perfectly fine. However the player may want different options on what they choose to grab. In this case something like a "falcon glove" to catch flying things or a "jackhammer&q...

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