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by bobucles
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...
by bobucles
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 ...
by bobucles
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 ...
by bobucles
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...
by bobucles
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 ...
by bobucles
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.
by bobucles
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...
by bobucles
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 ...
by bobucles
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.
by bobucles
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.
by bobucles
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...
by bobucles
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...
by bobucles
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...
by bobucles
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...
by bobucles
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.
by bobucles
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...
by bobucles
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...
by bobucles
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...
by bobucles
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...
by bobucles
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...

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