Search found 1669 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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.
Triple everything for a 20UPS mod.
- 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...
- 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.
- 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...
- 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...
- 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.
- 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...