Search found 1669 matches
- Fri Dec 04, 2015 4:56 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 153
- Views: 54944
Re: ARM architecture
You can code up as many threads as you want. As long as they have causal dependencies they can't run independently. Parallel coding is so insanely difficult because it's ultimately up to the coder to design an engine where threads aren't waiting on each other for instructions or can reasonably funct...
- Fri Dec 04, 2015 4:31 pm
- Forum: Gameplay Help
- Topic: Pave around water / is there a mod?
- Replies: 12
- Views: 21956
Re: Pave around water / is there a mod?
I think this is more the fault of there not being a "dock wall" type of decal. Normally when pavement reaches a watery edge like the ocean, a small wall is constructed so the pavement is stable. You see this sort of thing happen all the time in ye olde docking districts, where restaurants ...
- Fri Dec 04, 2015 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Train derailment
- Replies: 18
- Views: 22447
Re: Train derailment
Can you please describe, what happens, when the train leaves the end of the rails. Can you bring it back somehow? Much more details. 1) Excess speed causes collision damage directly to the end rail. Consider this the safety block. 2) When the safety block is destroyed, the train's reserve momentum ...
- Fri Dec 04, 2015 4:23 pm
- Forum: Ideas and Suggestions
- Topic: Let all bots use the personal roboport to charge.
- Replies: 9
- Views: 16423
Re: Let all bots use the personal roboport to charge.
One major issue with 'early' roboports is that robots can discharge faster than they can recharge on your suit. This is because bots still lose energy at the normal rate- I.E. losing energy over time and distance. So if you want a real QoL improvement: Have recharging bots "latch" to the p...
- Wed Dec 02, 2015 3:41 pm
- Forum: Ideas and Suggestions
- Topic: Let all bots use the personal roboport to charge.
- Replies: 9
- Views: 16423
Re: Let all bots use the personal roboport to charge.
It's going to be a problem when dozens of bots run to your roboport to recharge. Roboports don't have a particularly slow recharge. The issue is that they take a LOT of suit energy to function. A few active modules can easily overwhelm your pocket fusion and batteries. Charging robots still consume ...
- Wed Dec 02, 2015 3:57 am
- Forum: Ideas and Suggestions
- Topic: Accumulator charge graph
- Replies: 8
- Views: 21427
Re: Accumulator capacity graph
I think it would be most effective to have some type of visual indicator on the accumulator itself. Just like how liquid pipes and tanks show their storage, accumulators should show their energy in a similar manner.
- Wed Dec 02, 2015 3:26 am
- Forum: Gameplay Help
- Topic: [Random thoughts] make water tanks any sense ?
- Replies: 6
- Views: 13239
Re: [Random thoughts] make water tanks any sense ?
Steam power is already super intelligent. Boilers will only bring water up to 100 temperature, and steam engines will only use as much hot water as it needs. You CAN store excess hot water in storage tanks, but it's not very useful for many reasons: 1) Pumping water is EASY. You can always have as m...
- Mon Nov 30, 2015 4:37 pm
- Forum: Ideas and Suggestions
- Topic: Endgame content filler - simple orbital station
- Replies: 12
- Views: 19237
Re: Endgame content filler - simple orbital station
Instead, here is a summary; DLC= Bad. This is AAA game idiocy. If I want to give the devs more money, I can donate or gift the game to a friend. For a space station layer to be satisfying in ANY way, it means thinking up new mechanics, new objectives, and a whole new system for interacting between ...
- Mon Nov 30, 2015 3:42 am
- Forum: Ideas and Suggestions
- Topic: Let all bots use the personal roboport to charge.
- Replies: 9
- Views: 16423
Re: Let all bots use the personal roboport to charge.
That could get very messy, very quickly. The personal roboport should remain an independent network. If your main network needs more charging bays, then just like place more roboports yo.
- Mon Nov 23, 2015 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Endgame content filler - simple orbital station
- Replies: 12
- Views: 19237
Re: Endgame content filler - simple orbital station
There's nothing "simple" about creating a completely new game layer with its own set of rules.
This is expansion pack tier.
This is expansion pack tier.
- Wed Nov 18, 2015 3:22 am
- Forum: Gameplay Help
- Topic: Engine Unit
- Replies: 7
- Views: 13501
Re: Engine Unit
I think everyone had that moment where they loaded up with engine ingredients but couldn't figure out what was going on. Unfortunately the game isn't terribly good at pointing this out. Engines and anything with a liquid ingredient MUST be made in higher level assemblers. They can not be produced by...
- Wed Nov 11, 2015 2:01 am
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 40032
Re: Accumulators are too cheap
You can start popping accumulators as soon as you research them, because they always will have some use (in worst case as a buffer against your mistakes) That's not really true. Accumulators take batteries, which take lots of processed gas, which means you need oil cracking. There's no way to get a...
- Wed Nov 11, 2015 1:49 am
- Forum: Balancing
- Topic: Why big output buffer in Furnaces?
- Replies: 21
- Views: 30813
Re: Why big output buffer in Furnaces?
Assemblers will automatically shut down when their output is clogged. This behavior only happens when inserters are involved- they will refuse to load in excess resources until the previous product is ejected. I think the "issue" is that furnaces don't have this behavior. Inserters will co...
- Wed Nov 11, 2015 1:40 am
- Forum: Gameplay Help
- Topic: When and how often to use modules?
- Replies: 4
- Views: 11484
Re: When and how often to use modules?
Efficiency modules in general are almost cheaty in that they reduce pollution. The biter evolution curve depends on pollution to work, so reducing your pollution output will short circuit that mechanic and let you race to the end of the tech tree. Efficiency boosted electric furnaces save the most e...
- Mon Nov 09, 2015 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Oil Tank Explosion!
- Replies: 8
- Views: 14476
Re: Oil Tank Explosion!
There should at least be SOME effect when a broken tank spills. Watching 2500 oil go POOF is pretty lame.
- Mon Nov 09, 2015 6:43 pm
- Forum: Balancing
- Topic: Why big output buffer in Furnaces?
- Replies: 21
- Views: 30813
Re: Why big output buffer in Furnaces?
Inserters won't feed an assembler when the finished good is overstocked, AND the assembler has a stalled output inserter. Furnaces don't have this behavior for some reason. If the output can't be removed, inserters will keep feeding the smelter until the output stack is full. Under most circumstance...
- Sat Nov 07, 2015 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Hunger
- Replies: 6
- Views: 13052
Re: Hunger
Hunger as a mechanic where you build up a massive industry, but are the only living thing that needs food? It doesn't really work well. Just like how oxygen survival doesn't work well. All it does is set up a death clock until the player can rush the necessary survival tech. After reaching that leve...
- Sat Nov 07, 2015 5:57 pm
- Forum: Balancing
- Topic: Armor Batteries are underpowered, give them a boost
- Replies: 14
- Views: 29315
Re: Armor Batteries are underpowered, give them a boost
The most important attribute of a suit module is the value it gives per tile of space. Fusion reactors blow solar panels away by being 5 times stronger than a 4x4 grid of solar, plus they work at night so it's more like 8x. Fusion power can also beat out a 4x4 grid of MK2 batteries in about a minute...
- Fri Nov 06, 2015 1:27 am
- Forum: Gameplay Help
- Topic: Wake up robots
- Replies: 4
- Views: 8866
Re: Wake up robots
Once robots are placed inside a roboport with energy, they're active. You assign them functions by using blueprints and logistic chests. Construction bots work with blueprints, the deconstruction planner, and repair packs. They function primarily with yellow chests to grab construction goods and dis...
- Wed Nov 04, 2015 2:29 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 211818
Re: Electric energy
A relatively simple suggestion to make power management a little bit deeper. That's not simple at all! Simple is just giving steam plants a few hundred kJ of accumulator capacity. Like a second's worth. Consider it some kind of spare inertia in the motor. Accumulators explicitly exist to handle fre...