Search found 263 matches
- Sat Dec 29, 2018 3:57 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
First of all, good work! I really like these changes! And that means actually a lot, since i never liked the science before ever lol. Ofc I still have some complaints anyways :P 1.) As thue already said I also was surprised the blue science crafting time wasn't adjusted to tier 2 science - i’d sugg...
- Sat Dec 29, 2018 3:42 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
The only thing i disagree with is the Production science pack recipe. Why are you forcing me to make 30 of any item per pack (with a stone requirement as well...)? Do you understand how long it's going to take to load? Also, why are you forcing me to make production modules? At least it's only Prod...
- Sat Dec 29, 2018 3:35 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). What the heck are rails doing in the production science pack at all? It seems very much out of character as rails are a logist...
- Sat Dec 29, 2018 3:31 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
Infinite research is mostly military upgrades, so except for production upgrades they lose their appeal very quickly once bitters reach their evolution cap. V453000's Gridlock map really highlights this as he really didn't take any of the space science upgrades and his outposts are just defended by...
- Sat Dec 29, 2018 3:26 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
Removing gun turret upgrades but keeping laser turret upgrades have nerfed gun turrets by proxy. They were already all around inferior to laser turrets (unless you you max out all upgrades and use uranium ammo, but even then it lacks reach and is super wasteful for what it does), there were no need...
- Sat Dec 29, 2018 3:25 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
Questions: - Do the damage increase techs still stay infinite research? - Will the tank also get a researchable hp upgrade? Otherwise it will do a lot of damage but die quickly and even be slower than walking with lots of exoskeletons (pretty much the same as it is now). - Yes, damage techs stay in...
- Sat Dec 29, 2018 3:22 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
I'd love to reply to all of you, hopefully I will find time and energy for it later, but just to clarify one very wrong thing:
The personal roboport in yellow tier you are refering to is Personal roboport mk2. Personal roboport mk1 is on blue science.
The personal roboport in yellow tier you are refering to is Personal roboport mk2. Personal roboport mk1 is on blue science.
- Fri Dec 28, 2018 3:17 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
Additionally science packs take a long time to craft so you don't need 30/s for a long time. That's not the point. Creating 4 production science per second requires 1.3/s electric furnace, 1.3/s productivity modules, and a full blue belt, 40/s, of rails. Variety is generally interesting I believe. ...
- Fri Dec 28, 2018 3:00 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...
- Fri Dec 28, 2018 2:58 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
Grenade stays as it’s a very useful weapon against large groups of enemies, like biters or trees. Yeah, those fearsome trees, our worst enemy... I prefer Flamethrowers, nothing is as satisfying as seeing a giant forest burn to ashes. The only thing I would disagree with here are the productivity mo...
- Fri Dec 28, 2018 2:26 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...
- Fri Dec 28, 2018 2:14 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
Coal and Stone should always be more than enough.SuperSandro2000 wrote: ↑Fri Dec 28, 2018 2:12 pmTotally forgot that. Hope that it feels balanced and stone is not the new iron plate.
- Fri Dec 28, 2018 1:56 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155808
Re: Friday Facts #275 - 0.17 Science changes
The resource generation is one of the things being worked onSuperSandro2000 wrote: ↑Fri Dec 28, 2018 1:55 pmWIP
I don't like the walls in military and rails in production. There is just to little stone on the map.
- Fri Dec 14, 2018 2:16 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 33315
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Yeah wheybags the savage made the other pieces invisible.arrow in my gluteus wrote: ↑Fri Dec 14, 2018 2:15 pmI think they hide the rails on purpose with mods.
- Fri Nov 16, 2018 7:07 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84732
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt. No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out? The hole is quite an edge case that you rare...
- Fri Nov 16, 2018 4:57 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84732
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I’ll think about it and try something but no promises
- Fri Nov 16, 2018 4:11 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84732
- Fri Nov 16, 2018 4:04 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84732
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I never knew how "ugly" the old belts were until i saw these new magic pictures. Great job! I especially like the new "cute" underground entries. There's still a few things i'd like to say: The side-loading underground opening is just a tad too narrow and still looks like the it...
- Fri Oct 12, 2018 10:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Artillery Shell impossible to craft without Tanks
- Replies: 2
- Views: 1308
Re: [0.16.51] Artillery Shell impossible to craft without Tanks
Thanks, already fixed in 0.17
- Fri Oct 05, 2018 3:19 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 39473