Search found 206 matches

by Xeorm
Mon Jun 24, 2019 10:20 pm
Forum: Ideas and Suggestions
Topic: Manual Science
Replies: 3
Views: 1376

Re: Manual Science

Will agree, sounds like a good mod option, but bad for the standard vanilla experience. Mainly as most of the initial stuff before making assembly machines doesn't involve the puzzle aspect of learning to get everything started. The game does have to start somewhere, but starting with burner inserte...
by Xeorm
Mon Jun 24, 2019 3:21 am
Forum: Gameplay Help
Topic: Understanding module calculations
Replies: 1
Views: 1141

Re: Understanding module calculations

Main thing to remember with modules is that the speed changes are additive. Take a refinery. It has a crafting speed of 1. Crafting speed of crude oil is 5 seconds. Default speed is 5 / 1 = 5. Add some modules. By themselves, productivity modules have -15% speed. 3 of them add up to -45%. Our new re...
by Xeorm
Sun Jun 23, 2019 6:56 pm
Forum: Balancing
Topic: turret rework
Replies: 16
Views: 5746

Re: turret rework

Real question though: is the defense strategy against biters necessarily that bad as a big picture? Biters defense in general reminds me of electricity generation. It's a problem that you "solve" later. You can have it go wrong at times if you neglect it, but it is an effectively solvable ...
by Xeorm
Sun Jun 23, 2019 6:30 pm
Forum: Ideas and Suggestions
Topic: Pistol Changes
Replies: 5
Views: 1381

Re: Pistol Changes

Not everything requires a use. Dying in general breaks the immersion of the game. If that bothers you I'd suggest deleting the save on death or implementing some form of hardcore mode.
by Xeorm
Sat Jun 22, 2019 1:20 am
Forum: Ideas and Suggestions
Topic: Research Info
Replies: 4
Views: 1269

Re: Research Info

The press t thing has been really helpful in games for newer players that I've played with. Some people don't learn keybinds quickly. Always a useful thing to have a reminder for them.
by Xeorm
Sat Jun 22, 2019 1:00 am
Forum: Ideas and Suggestions
Topic: Pistol Changes
Replies: 5
Views: 1381

Re: Pistol Changes

You do know you can melee down the biters right? That's your infinite damage weapon. The pistol is useful for giving the player something good to start out with and have them feel like they're making an improvement with better weapons. The design is there to lead the players onward.
by Xeorm
Tue Jun 18, 2019 6:56 pm
Forum: Balancing
Topic: Why can assemblers now do 2+ ingredients?
Replies: 3
Views: 2395

Re: Why can assemblers now do 2+ ingredients?

I love the change personally.
by Xeorm
Tue Jun 18, 2019 5:50 pm
Forum: Gameplay Help
Topic: Steam Engines acting strangely
Replies: 4
Views: 1297

Re: Steam Engines acting strangely

My bet would be that the heat from some of the reactors isn't getting all the way through. Should manually try looking at portions of the heating pipes to see if there's issues. Running another line or two of heat piping over might help out as an easy fix.
by Xeorm
Mon Apr 22, 2019 4:30 pm
Forum: Ideas and Suggestions
Topic: Weapon and ammo stats readability
Replies: 12
Views: 2849

Re: Weapon and ammo stats readability

So shotgun damage really is 12 x (5+8) ? Years of being drilled on order of operations in maths makes me read it as (12x5) + 8. Then there's this. What's going on here? I think maybe it goes bang? Untitled-1.png Yea. It looks a little weird, but it's a difficult problem to solve. Reads better once ...
by Xeorm
Sat Apr 20, 2019 3:59 am
Forum: Balancing
Topic: [0.17] Low density structure with expensive recipe seems greatly out of alignment
Replies: 4
Views: 2362

Re: [0.17] Low density structure with expensive recipe seems greatly out of alignment

Will agree it might be intentional. It's a large plastic increase, but oil products in general aren't used much for science related usage in the base game. Upping it does do a good deal to change the feel of expensive. I still like it.
by Xeorm
Sat Apr 20, 2019 3:50 am
Forum: General discussion
Topic: Finding myself not playing because of dreary atmosphere
Replies: 8
Views: 2972

Re: Finding myself not playing because of dreary atmosphere

It is pretty dreary but I find as soon as I get my factory up and running it feels really good. Like, it's amazingly good to have a factory with a healthy wall and some sort of pavement on the ground. I love the difference in remaking the dreary world into something different. But yea. The first bit...
by Xeorm
Thu Apr 18, 2019 2:54 am
Forum: General discussion
Topic: Economies of scale are breaking my brain
Replies: 14
Views: 4268

Re: Economies of scale are breaking my brain

Would also recommend module usage. It's a lot of fun with creating different factory designs from the ones you initially start with. Plus the production is super fun to watch. Seeing just a few assembly machines busting out blue belts of gears and chips is actually fun to watch. As to building ghost...
by Xeorm
Tue Apr 16, 2019 4:58 pm
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 56
Views: 20717

Re: Are Bitters unnecessary?

Biters imo serve a good purpose in keeping you attached to the world and caring about it. Sure after awhile you can "solve" the problem through lots of turrets and other weapons, but that's standard with most problems in this game. I don't want to harvest the biters though. That's a proces...
by Xeorm
Fri Apr 05, 2019 2:31 pm
Forum: Gameplay Help
Topic: Detecting/avoiding brownouts caused by accumulator discharge rate limit?
Replies: 20
Views: 6660

Re: Detecting/avoiding brownouts caused by accumulator discharge rate limit?

Ah, yes, that might work - the combinator setups I've been trying to use are based on the combinator itself changing its behaviour when it's low on power, which hasn't been sufficiently sensitive/reliable. Just calculating the discharge rate is pretty straightforward and would be able to tell me wh...
by Xeorm
Thu Apr 04, 2019 6:19 pm
Forum: Gameplay Help
Topic: Detecting/avoiding brownouts caused by accumulator discharge rate limit?
Replies: 20
Views: 6660

Re: Detecting/avoiding brownouts caused by accumulator discharge rate limit?

I don't think there's any straightforward way since you can only check the charge level. You could measure the rate though using combinators. If the rate of depletion is the maximum of the system, then you're in a brownout scenario. Seems like you could also do with adding more accumulators to act a...
by Xeorm
Thu Apr 04, 2019 7:27 am
Forum: Gameplay Help
Topic: Damage numbers on weapons
Replies: 3
Views: 1019

Re: Damage numbers on weapons

It's meant to be read like this: (3+.9) shots/second so 3.9 shots per second in total. Similar with the damage, (20+8) laser damage, for a total of 28. If a shot does multiple types of damage it'll read separately, eg something like:
20 laser
10 physical
by Xeorm
Wed Apr 03, 2019 5:17 pm
Forum: Gameplay Help
Topic: How to get Tin in Angels / Bob mods in 0.17? No Bobmonium available
Replies: 5
Views: 3299

Re: How to get Tin in Angels / Bob mods in 0.17? No Bobmonium available

Sounds either like you're not seeing the ore or have some odd settings. Using the mods + RSO I generated a few with default settings and found bobmonium in the starting location. You should have it right there with you.

Maybe post a screenshot?
by Xeorm
Sun Mar 31, 2019 3:30 pm
Forum: General discussion
Topic: Pollution absorption time?
Replies: 10
Views: 4000

Re: Pollution absorption time?

I looked at the values at one point for .17 for an early deathworld run. Wanted to see how long it'd take to empty the pollution to see if a start and stop method would work for keeping pollution away from biters. What I noticed pretty quick was that pollution didn't disperse much. 2% into adjacent ...
by Xeorm
Sat Mar 30, 2019 4:15 pm
Forum: Ideas and Suggestions
Topic: Iron ore should smelt to Iron ingots, etc.
Replies: 3
Views: 1285

Re: Iron ore should smelt to Iron ingots, etc.

Nah. Plates as the intermediate product instead of ingots fits a little better with representing what they are. It's not perfect either way, but it works better I think. Plates are a little bit further along in the processing tree compared to ingots in what they represent and the system doesn't make...
by Xeorm
Sat Mar 30, 2019 3:33 pm
Forum: Ideas and Suggestions
Topic: Make electricity great again
Replies: 8
Views: 3955

Re: Make electricity great again !

There's other topics on the subject too if you want to look for them. TLDR of the issue is that the issue gets really complicated really quickly depending on how people build. Building a system that works 100% no matter how it's built, and that can be displayed to the user in a way that any user can...

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