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by bobucles
Mon Mar 14, 2016 1:48 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39671

Re: Accumulators are too cheap

Well that's exactly the problem, many people favor their near-to-pollution-free factories. Forcing them to use Fuel+Steam Engines over night by removing Accumulators would obviously upset a lot of people. What is being forced, exactly? The player simply has a less efficient base if they choose to n...
by bobucles
Sun Mar 13, 2016 8:46 pm
Forum: Ideas and Suggestions
Topic: Two new logistics chests
Replies: 11
Views: 4108

Re: Two new logistics chests

Honestly everything the passive requester does, can be done by giving 'logistic slots' on yellow chests. That's all the information the game needs to provide the "middle ground priority" to place items there before using other chests. Relay actions can be handled by dumping items from a bl...
by bobucles
Sun Mar 13, 2016 8:10 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39671

Re: Accumulators are too cheap

Removing the Accumulators would definitely cause problems... because how would you keep the factory running through the night when you are using solar power? Force Steam Engines on the player? Or wait till the morning again to start producing items? Ya don't? It's not that big a deal. Overnight ene...
by bobucles
Sun Mar 13, 2016 6:12 pm
Forum: Balancing
Topic: Why are electric furnaces so expensive?
Replies: 53
Views: 53783

Re: Why are electric furnaces so expensive?

The only thing I hate about electricity in this game is that it requires huge amounts of land. That's not really true. Once the efficiency modules roll in, you can run tight knit bases with very little land required on energy. Players who suffer from "gigantic solar farm syndrome" are the...
by bobucles
Sun Mar 13, 2016 5:22 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39671

Re: Accumulators are too cheap

My approach could also be able to deal with the problem that Laser turrets don't require any ammunition (just power, which is pretty much infinite after initial setup). Because one could basically apply the same mechanic to Laser Turrets as well then... Constantly firing, charging/discharging the b...
by bobucles
Fri Mar 11, 2016 8:46 pm
Forum: General discussion
Topic: Loader Poll - Trying to get an idea of what the opinions are
Replies: 160
Views: 53623

Re: Loader Poll - Trying to get an idea of what the opinions are

The biggest resource choke points are moving logistic networks on to belts, or moving train stuff onto belts. Loaders should probably pick one of those.
by bobucles
Fri Mar 11, 2016 8:03 pm
Forum: General discussion
Topic: Loader Poll - Trying to get an idea of what the opinions are
Replies: 160
Views: 53623

Re: Loader Poll - Trying to get an idea of what the opinions are

I'm struggling to figure out what a loader is supposed to do. Can't you just empty chests onto a slde belt and merge it with a main belt to get max compression? Loaders might be more useful for helping logistic bots access to belts. Currently it is very nauseating to pull items for bots or have bots...
by bobucles
Fri Mar 11, 2016 7:03 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 132911

Re: Friday Facts #129 - The late game

Giving more resources with distance is a good thing. What about having some infinite ore nodes, just like with oil nodes? As the player expands he can capture a few permanent bits of resource income. It should be nowhere near as effective as regular mining, but it means the player always needs somet...
by bobucles
Wed Mar 09, 2016 1:53 am
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39671

Re: Accumulators are too cheap

I'm just spitballing here, but what if an energy system had more moving parts? I don't mean like the solid fuel line where you pump and chump and it's all good. Perhaps something more like: - take an empty energy thing, - Stick it in a device - charge it up - pull out a fully charged thing, - stick ...
by bobucles
Tue Mar 08, 2016 11:31 pm
Forum: Ideas and Suggestions
Topic: Charging stations and electric everything
Replies: 6
Views: 2631

Re: Charging stations and electric everything

Electric trains are a handy thing IRL. They run a gigantic diesel generator as the main engine source. Thrust is then produced through electric motors. The big advantage is you can distribute the engine power very easily. Any car can potentially produce thrust, which means you aren't putting 5000 to...
by bobucles
Tue Mar 08, 2016 9:39 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39671

Re: Accumulators are too cheap

That doesn't help with laser turrets. Even if you have hot water stored, your steam engines operate at a maximum capacity and > 20 shooting laser turrets drain that production within a split second. With accumulators, you can satisfy these demand spikes. Steam engines peak at 600kW. Accumulators pe...
by bobucles
Tue Mar 08, 2016 9:25 pm
Forum: Balancing
Topic: Camping spawners as opposed to killing them
Replies: 11
Views: 6264

Re: Camping spawners as opposed to killing them

Spawners don't reduce the effect of pollution. Evolution happens the very moment pollution is made. Using ammo turrets for camping is a terrible idea as the ammo production will generate massive pollution. Using laser turrets for camping is a bad idea because you need to drastically increase your en...
by bobucles
Thu Feb 18, 2016 12:17 am
Forum: Ideas and Suggestions
Topic: Why isnt there a setting for changing default UPS?
Replies: 29
Views: 29949

Re: Why isnt there a setting for changing default UPS?

Changing the game rate in the middle of an active world would be quite a trick. Running a game at 30UPS means you only process the "even" ticks in the game, so anything that happens at an "odd" tick in normal time is now an automatic desync. Weapons that fire close to the game's ...
by bobucles
Tue Feb 09, 2016 10:16 pm
Forum: Ideas and Suggestions
Topic: Why isnt there a setting for changing default UPS?
Replies: 29
Views: 29949

Re: Why isnt there a setting for changing default UPS?

I considered there may be practical issues that screw up the game in unforeseen ways, and disregarded them.

Triple everything for a 20UPS mod. ;)
by bobucles
Tue Feb 09, 2016 9:07 pm
Forum: Ideas and Suggestions
Topic: Why isnt there a setting for changing default UPS?
Replies: 29
Views: 29949

Re: Why isnt there a setting for changing default UPS?

Can you show me that kind of pre-calculation if an item is in range in (pseudo-)code, please? Well that's easy. Multiply all pipe capacities and pumping rates by 2. Double energy generation, consumption, factory production, mining values Double all moving component speeds, day/night cycle Double al...
by bobucles
Thu Feb 04, 2016 4:16 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power Station and Something to burn oil
Replies: 5
Views: 15900

Re: Nuclear Power Station and Something to burn oil

The temperature won't ever be high enough to make oil more useful than solid fuel. It is only good for literally throwing your oil away.
by bobucles
Sun Jan 31, 2016 3:02 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 193353

Re: Solar panels less of a no-brainer

It takes me only a few seconds to see the outcome that will occur if ssilk's proposal is implemented - players will build 10-20x extra solar, so they can survive eclipses. This is not interesting. This is not fun gameplay. Yes, someone could brute force their way through a solar shortage. But why b...
by bobucles
Sun Jan 31, 2016 2:37 pm
Forum: Gameplay Help
Topic: On verge of losing, need help (frequent/large enemies)
Replies: 13
Views: 28686

Re: On verge of losing, need help (frequent/large enemies)

Ballistic ammo isn't cheap on the energy consumption either. A clip of 10 armor piercing rounds will cost you about 5MJ in terms of extracting, electric smelting and assembling. Burning through a low fire rate of one clip per second will mean you need 5MW of base to feed that turret. Assuming 10 dam...
by bobucles
Sun Jan 31, 2016 1:48 am
Forum: General discussion
Topic: Does the game really need a story?
Replies: 17
Views: 31661

Re: Does the game really need a story?

Don't underestimate the power of a good backstory to get a player pumped up.
by bobucles
Sat Jan 30, 2016 11:05 pm
Forum: Gameplay Help
Topic: Pumps are being...odd
Replies: 15
Views: 30450

Re: Pumps are being...odd

One offshore pump will supply 60 water, enough for 10 nearby steam engines. An electric pump will move 30 water, enough to feed 5 at full capacity. The water pipe itself can move a maximum of 120 water over VERY short distances, or 60 over a moderate distance. Distance reduces the efficiency of wate...

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