Search found 1669 matches
- Tue Nov 03, 2015 12:18 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 416
- Views: 248727
Re: Performance optimization - post your saves
FYI, a beacon durning brownout will only output a fraction of the strength of its modules. This may explain the 5K slowdown, as every beacon is likely updating the status of its surroundings every tick. You can get some really odd behavior when a beacon starts losing energy. For example when efficie...
- Sun Nov 01, 2015 10:29 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31359
Re: is effectivity module op?
Oh hey, this thread got bumped back up? Time to chime in. Efficiency modules are OP, but not because of electricity savings. A key feature of game progression is the struggle between biter evolution and player research. Efficiency modules short out that difficulty curve, allowing the player to swing...
- Fri Oct 30, 2015 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Fear inducing alien behavior
- Replies: 9
- Views: 16540
Re: Fear inducing alien behavior
AI models are incredibly difficult to model in a satisfying way. The current system is pretty damn simple as it only incorporates 3 major behaviors. The first is to attack the player on sight. Easy. The second is to send out waves as hives absorb pollution. That's pretty simple. The third is to expa...
- Thu Oct 29, 2015 1:10 am
- Forum: Gameplay Help
- Topic: Makeing plastic?
- Replies: 5
- Views: 10101
Re: Makeing plastic?
In general, whenever something is clogged up it will cause the factory to stall. Look for the little flame above the refinery. If it is not burning then something is wrong.
Refineries could use better visual cues when the outputs are backed up. This question gets asked very frequently.
Refineries could use better visual cues when the outputs are backed up. This question gets asked very frequently.
- Sat Oct 24, 2015 2:55 pm
- Forum: General discussion
- Topic: Poll: Faster crafting speed?
- Replies: 58
- Views: 31287
Re: Poll: Faster crafting speed?
The most brutal part of starting out is getting those first few hundred or so resources. There is a minor hiccup rushing to blue assemblers, since you need them to make circuits very early. Beyond that, hand crafting is no big deal. Anything that you need a lot of can be easily mass produced, and if...
- Sat Oct 24, 2015 2:38 pm
- Forum: Ideas and Suggestions
- Topic: Logistic bot pathing improvement
- Replies: 10
- Views: 16139
Re: Logistic bot pathing improvement
Logistic coverage has ONE large size, so fine tuning network coverage is difficult. Bots will still rush towards tasks they can not complete, even with a modestly sized network.players tend to create too big logistic networks.
- Sat Oct 24, 2015 12:41 am
- Forum: Ideas and Suggestions
- Topic: Logistic bot pathing improvement
- Replies: 10
- Views: 16139
Re: Logistic bot pathing improvement
Ain't nothing wrong with wanting smarter bots. It is a bit weird how they'll take on a job that very predictably will force them to recharge, but don't stop to recharge along the way.
- Sat Oct 24, 2015 12:36 am
- Forum: Gameplay Help
- Topic: Help with idle robots
- Replies: 6
- Views: 12993
Re: Help with idle robots
Idle robots are either waiting to recharge, or have panicked because they've run out of yellow chest storage. There is no warning sign when a logistic system is out of space. Be careful of having TOO many bots waiting to recharge. Once the bots in line run out of energy they take longer to reach the...
- Sat Oct 24, 2015 12:31 am
- Forum: Ideas and Suggestions
- Topic: Another kind of splitter (not smart)
- Replies: 8
- Views: 15048
Re: Another kind of splitter (not smart)
OP, you can already merge lanes by running into a belt T-intersection. Both lanes will merge into the crossing lane. line splitting is impossible to make. False. An underground belt T-intersection only allows one lane to move, which gets pushed sideways. Set up a splitter and 2 underground belts, on...
- Tue Oct 20, 2015 12:25 am
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 51108
Re: Friday Facts #108 - Unexpected Features
Mine is, that floats are really practical, if you want to measure something and keep the relative precision small. You can keep relative precision exactly the same way by using integers. Instead of storing whole number values, you simply shift the decimal point. Now 17 becomes 17.000 and adding one...
- Sun Oct 18, 2015 3:50 pm
- Forum: Gameplay Help
- Topic: Is This Practical?
- Replies: 10
- Views: 15095
Re: Is This Practical?
It's not really useful. Everything worthwhile needs some combination of every type of resource. You can't take a pure copper base and build much, nor a pure coal base, and you can't transfer refined oil either. The only really viable independent outposts are: - A pure iron base for making steel - A ...
- Sun Oct 18, 2015 3:45 am
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 51108
Re: Friday Facts #108 - Unexpected Features
Bah, floats are way overused. Pretty much every relevant number can be best represented with an integer or decimal shifted integer. No rounding errors, no magic glitches, no weirdness at extreme ranges. Just good solid numbers from start to finish. Managing inventory values? Use an integer. Dealing ...
- Sat Oct 17, 2015 11:25 pm
- Forum: Ideas and Suggestions
- Topic: Save confirmation
- Replies: 8
- Views: 12775
Re: Save confirmation
To be fair, each world should have its own save folder.
- Sat Oct 17, 2015 3:01 am
- Forum: Gameplay Help
- Topic: Gun Turret shooting speed.
- Replies: 6
- Views: 12282
Re: Gun Turret shooting speed.
It is common in games for fast weapons to suffer from an "integer rounding" glitch. What I mean is that the game counts each frame until a weapon is ready to attack, and then the counter is reset, eliminating the overflow. What you get are weapons that "round down" their attack s...
- Fri Oct 16, 2015 3:24 pm
- Forum: General discussion
- Topic: Sometimes I hate procedural generation
- Replies: 9
- Views: 16645
Re: Sometimes I hate procedural generation
Give the player a 100x100 zone to crash land on (aren't you supposed to be in a crashed ship?). Problem solved.
- Fri Oct 16, 2015 3:22 pm
- Forum: Gameplay Help
- Topic: Gun Turret shooting speed.
- Replies: 6
- Views: 12282
Re: Gun Turret shooting speed.
Gun turrets have some lag when switching between targets, since they use simulated swivel turrets.
Make sure it's fully unloading on a big'n before recording.
Make sure it's fully unloading on a big'n before recording.
- Sun Oct 11, 2015 2:30 pm
- Forum: Ideas and Suggestions
- Topic: The Electric network infoscreen is counter-intuitive
- Replies: 52
- Views: 26974
Re: The Electric network infoscreen is counter-intuitive
You don't have to detect EVERYTHING. You just have to detect the temperature of the water inside the engines right now. If the temperature is at 100, the engines have 100% of their capacity available. If it's lower, they have less capacity. EZPZ. Display that percentage and players will be able to t...
- Sat Oct 10, 2015 6:10 pm
- Forum: Gameplay Help
- Topic: Trash Compactor mod?
- Replies: 6
- Views: 12254
Re: Trash Compactor mod?
That's the manual way, yes. But you can't automate item destruction in the traditional way. Biters have to get involved in some way, at which point you can either let them have the chest, or force the chest's destruction by planting some land mines in the path next to one.
- Sat Oct 10, 2015 4:06 am
- Forum: Gameplay Help
- Topic: Trash Compactor mod?
- Replies: 6
- Views: 12254
Re: Trash Compactor mod?
Want a vanilla solution? Grab a requester chest, fill it with overflow, and place it directly in the line of biter raids. Bonus points for using combinators or smart inserters to NOT complete ly empty yoir system. More bonus points to auto replace it and clean up the test of the mess they make.
- Thu Oct 08, 2015 12:42 am
- Forum: Ideas and Suggestions
- Topic: Suggestions to increase threat potential of late game biters
- Replies: 12
- Views: 13701
Re: Suggestions to increase threat potential of late game biters
Biters can only become so powerful before they turn into base flattening monsters. If they can puncture your defenses they can definitely destroy all the defenseless stuff inside. Along this line I think it's important to include more passive, "lossy" forms of defense. For example electric...