Search found 206 matches
- Tue May 05, 2020 4:47 pm
- Forum: General discussion
- Topic: [0.18] There is No Spoon
- Replies: 14
- Views: 5883
Re: [0.18] There is No Spoon
Please remind me: »There is No Spoon« is launching a rocket in less than 8 hours, right? Do you think this is a good achievement to go after as a first? I can feel an itch for completing the achievements for this game! Either that or the lazy man's one. Learning to launch a rocket by having your fa...
- Sat May 02, 2020 6:37 pm
- Forum: Balancing
- Topic: Remove Train Stop research, add Train Stop to first "Railway" research
- Replies: 12
- Views: 4679
Re: Remove Train Stop research, add Train Stop to first "Railway" research
Disagree. Having basic trains as a beginning tech lets a new player experiment with the trains first, and there is a fair bit to experiment with. Such as building the tracks and train and learning how to pilot the train, how it moves, etc. Train stops are useful only after that training period when ...
- Mon Apr 13, 2020 12:47 am
- Forum: Balancing
- Topic: Deathworld shouldn't be about time race
- Replies: 8
- Views: 5300
Re: Deathworld shouldn't be about time race
If you're looking at evolution I'd recommend using the /evolution command in the console. It's not cheating or anything, so you're free to use it, and it'll tell you how much evolution is from each of the 3 factors. Which is important, because personally, I find that time usually isn't a big factor ...
- Wed Mar 25, 2020 7:17 pm
- Forum: Gameplay Help
- Topic: Please explain Maximum Expansion Distance
- Replies: 5
- Views: 1359
Re: Please explain Maximum Expansion Distance
Maximum challenge I'd think would come from decreasing the distance. It'll more tightly pack them in, making them harder to root out.
- Mon Mar 23, 2020 1:44 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
Re: Development and Discussion
Well yea. Tech overhaul in general. But it seems like an accident to have automation so far down the treepezzawinkle wrote: ↑Mon Mar 23, 2020 1:36 amThat is indeed the tech overhaul, which you can turn off. But i do highly recommend the challenge
- Mon Mar 23, 2020 1:15 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
Re: Development and Discussion
Did I miss a mod or option somewhere? Started things up to check out the new updates and the first automation tech is locked behind red science packs. It's doable to get down there, but I don't really want to hand craft 1000+ science just to get there
- Sun Mar 15, 2020 5:29 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
Re: Development and Discussion
So I'm working on my crystal processing zone and just got my puffer stuff up and running...For the love of god is there anyway to change/disable the puffer refugiume sounds? Also is there anyway to actually get rid of polluted artificial fish water? Neither the flare stack nor clarifier wake care o...
- Sat Mar 14, 2020 3:25 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
- Fri Mar 06, 2020 7:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
Re: Development and Discussion
Feedback on bio design: I really liked the idea of it being slow to start but consistent to keep going. The seeds are a good example where getting one set of the harder seeds is rare, but once you do you can keep up production on that set. Then after there's an additional chance to get more seeds fo...
- Fri Mar 06, 2020 9:27 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
Re: Development and Discussion
Looking through all the new Bio stuff on my Seablock. Trying to determine how I can get a supply of "small biters" to start my biter zoos, given that seablock turns off everything but worms? I can't find any recipes in FNEI to create them (just cut them up into meat, and to breed them). A...
- Sun Mar 01, 2020 10:45 pm
- Forum: Ideas and Suggestions
- Topic: Doodads and plants over concrete floors :(
- Replies: 16
- Views: 4028
Re: Doodads and plants over concrete floors :(
I also preferred the old concrete floor look, but do find that the new stuff "fits" the style they have going. As long as the old tiles exist still in art for mods to use I'm quite happy with things.
- Sun Mar 01, 2020 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Doodads and plants over concrete floors :(
- Replies: 16
- Views: 4028
Re: Doodads and plants over concrete floors :(
Yea, it does look awkward to have fresh concrete still covered in grass. Ore isn't necessarily bad, as I do like the speed buff but may want the ore to stay, but it can still look wonky.
- Sat Feb 29, 2020 9:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
Re: Development and Discussion
Is it possible to make the science archive techs agnostic in regards to the research multiplier? Or at least changed to only increasing the number of beakers needed? I like my research being longer than the base times, but the thought of that first research taking 3-4 hours sucks.
- Fri Feb 28, 2020 5:06 pm
- Forum: Gameplay Help
- Topic: 48 iron to 48 steel
- Replies: 7
- Views: 1864
Re: 48 iron to 48 steel
For the initial steel setup I'll also build a steel furnace line that makes the iron at the same time. With modules I'll make it it's own line, but that's far down the line.
- Fri Feb 28, 2020 5:04 pm
- Forum: Gameplay Help
- Topic: 2 belt lane load balancer?
- Replies: 6
- Views: 8288
Re: 2 belt lane load balancer?
https://gist.github.com/Bilka2/aeec4ff7 ... 0cf1046a06 Has a big list of balancers if you're looking for that.
- Fri Feb 28, 2020 5:01 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 14592
Re: 0.18 DeathWorld
Hello, I don't want to create a new topic for this, so I'll ask here: I'm going to start vanilla (or with some QoL mods) Deathworld Marathon x10. Do you recommend any other settings customization? How Railworld fits with Deathworld? More iron is always nice, since that's what you need initially to ...
- Wed Feb 26, 2020 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Car Improvements
- Replies: 15
- Views: 3771
Re: Car Improvements
I would not be opposed to a new recipe with slightly higher speeds, but better crash momentum so you can go right through rocks and the like. No more night trees or rocks bringing me to a dead stop when I'm exploring in the car. Bonus points for shielding so that I don't have to step out and repair ...
- Mon Feb 24, 2020 7:55 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
Re: Development and Discussion
Played around a bit with the new industrial and tech stuff. Playing on my default of expensive mode too. Figured I'd give my first impressions: 1. Two bugs sprang to notice pretty quickly. Picking up some buildings deconstructed them to their components. And in order to make red science you apparent...
- Mon Feb 24, 2020 4:59 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359842
Re: Development and Discussion
I don't understand 'Stone Brick' (Recipe) at all. First it requires stone to make. Which is fine by itself but then you can make stone with 'Crushed Stone' to form anthropic rocks. Even if this was possible IRL why is it done in an 'Assembly Machine'? Would it not make more sense that a 'Furnace' u...
- Mon Feb 24, 2020 4:21 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3863
- Views: 1188537
Re: Bugs & FAQ
Picked up a burner ore crusher and it disassembled it. Using angels + bobs mods.