Search found 99 matches

by Rythe
Sun Oct 28, 2018 2:52 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208388

Re: Friday Facts #266 - Cleanup of mechanics

A puzzle needs something non-obvious to be a puzzle. A drop in replacement of AM2 if AM1 is not good enough is NOT a puzzle, there is no brain-activity necessary for this. If they had different sizes (e.g. 2x3, 3x3, 3x4) it would be a nice puzzle. You two don't understand what the puzzle style in F...
by Rythe
Sun Oct 28, 2018 2:04 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208388

Re: Friday Facts #266 - Cleanup of mechanics

Chiming in again to state how simultaneously re-encouraged and disheartened I am by some of the replies. It is pleasing and reassuring to see that many players, including both mod developers and "standard" players, do not wish to see mechanics - especially on the level of the game engine ...
by Rythe
Sat Oct 27, 2018 10:58 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208388

Re: Friday Facts #266 - Cleanup of mechanics

Now to answer the question: Why not just assign a tech tier to all crafting recipes and limit Assembling Machines by tech tier? Because this isn't a bad idea and would be a reasonable fix. Except... Factorio production buildings are a lot defined by their inputs. Chem plants and refineries accept fl...
by Rythe
Sat Oct 27, 2018 4:17 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208388

Re: Friday Facts #266 - Cleanup of mechanics

And now let me answer the questions of 'Why pickaxe?' and 'How explain ingredient limit?' more directly, because I think I glossed over the direct questions for reasons when it appears I need to answer them. The reason you have a pickaxe is because you have a character who interacts with the world u...
by Rythe
Sat Oct 27, 2018 7:58 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208388

Re: Friday Facts #266 - Cleanup of mechanics

And now that I've thought about it a bit more, let me double down on the Mining Hardness and Energy Efficiency stats. With those two in particular, you've got to consider what they're hurting (tooltip/stat clutter) and what they're helping (mod community). I think the tooltip/stat clutter is negligi...
by Rythe
Sat Oct 27, 2018 7:27 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208388

Re: Friday Facts #266 - Cleanup of mechanics

Problem 4: Newbies pull pickaxe from corner and try to mine with it attached to the cursor.
Good Solution: Remove pickaxe and armor from general UI, integrate equipment management into inventory UI like everyone else designs their UIs.
by Rythe
Sat Oct 27, 2018 6:41 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208388

Re: Friday Facts #266 - Cleanup of mechanics

The amazing (and to me, astonishing :D) popularity of Bob's and Angel's Only 5% of players use Bob's mods, and even less use Angel's. You're missing the point. That 5% is the vocal minority that goes out of their way to enjoy the game. They create the hype, organic advertising, and show off all the...
by Rythe
Sat Oct 27, 2018 6:37 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208388

Re: Friday Facts #266 - Cleanup of mechanics

I'm going out of lurk mode to say I disagree with these mechanic changes too. The problem here is that the devs are mostly correct about the problems they've identified, but have chosen bad fixes to those problems. Problem: Assembly Machine 1 isn't useful enough because anemic ingredient limit, whic...
by Rythe
Fri May 19, 2017 10:36 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148604

Re: Friday Facts #191 - Gui improvements

Since the toolbar would no longer be inventory space, you should extend it another column and use the extra two spots to display the last two item types that were hand crafted. That'll make for a clean compromise to those who want immediate access to that last, odd, one-off thing they just put toget...
by Rythe
Sat Feb 11, 2017 3:17 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51590

Re: Friday Facts #177 - Difficulty settings

PS: If you want to model biter advancement after evolution, this would be a much better way to do it: Each biter spawner 'claims' a section of ground around it and tries to fill that area with the biters it spawns, but each spawner has an upper limit of how many biters it can have on the field at a ...
by Rythe
Sat Feb 11, 2017 2:06 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51590

Re: Friday Facts #177 - Difficulty settings

It also struck me as backwards that killing enemies and destroying their bases would make them stronger... Those who died were weak individuals, survivors were stronger so they will have strong offsprings ... that is how natural selection works. ;) It struck me as backwards too, even if I understan...
by Rythe
Sat Feb 11, 2017 1:23 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51590

Re: Friday Facts #177 - Difficulty settings

Heh. You all complaining about how long 0.15 is taking are very late to that game. I've been in that boat since multiplayer became the focus way back when biters/combat mechanics were already undercooked compared to everything else at around ~0.11. And then they decided to revamp circuit networks in...
by Rythe
Tue Dec 20, 2016 12:23 am
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 63539

Re: Friday Facts #169 - Combat revisit 2

I'm rather disappointed that after all this time a game about automation still does not have an automated way to destroy biters. And therein is the core flaw. But back to the Wave Defense scenario. Here's how I see it working best, at least as a starting point: -Put the prefab base/structures in th...
by Rythe
Fri Dec 16, 2016 7:45 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 63539

Re: Friday Facts #169 - Combat revisit 2

To throw in my two cents: I still like the idea of a power-on or calibration delay before a turret starts firing upon placement. It won't stop turret creep, but I imagine it would make it slightly less obscene than plopping down a couple laser turrets and everything around you dies near instantly. W...
by Rythe
Sat Dec 10, 2016 5:33 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 73340

Re: Friday Facts #168 - Nightvision Nightmare

I like MiloRK's second round, but I also think there should be some green tint and light source bloom to sell the 'night vision' effect - make it distinct from normal vision and interesting. So going back to the FF, it'd be picture #2 there, plus the light-source bloom of pic #3 and a faint greening...
by Rythe
Thu Oct 20, 2016 2:34 am
Forum: 1 / 0 magic
Topic: [0.14.14][posila] Freeze on exit after long play sessions
Replies: 18
Views: 5500

Re: [0.14.14] Freeze on exit after long play sessions

Win 7 64bit, and had the same issue. Long play session, and the game hanged on closing so I had to kill the process.

Standalone version too, but otherwise, just more of a pretty useless bug report.
by Rythe
Sat Oct 15, 2016 3:56 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 114782

Re: Friday Facts #160 - Playtesting

Merging items with different health: Please do not. Could you instead add a mechanic to allow pocket repairs? Maybe it's a module in the armor, maybe it's a research that just enables the capability, but rather than potentially losing items because of picking them up unfixed, allow them to be fixed...
by Rythe
Sat Sep 24, 2016 3:45 pm
Forum: Ideas and Suggestions
Topic: Quick Combat Update (v14 Base)
Replies: 7
Views: 3236

Re: Quick Combat Update (v14 Base)

Well, that's convenient. Because, yeah, the radar entity behavior makes a good base for a Thumper type structure. If I get around to making a mod of this, will steal it from TheSAGuy quick to start. But that's months and months away at best. Sigh. Such is life. On the other hand, will probably still...
by Rythe
Fri Sep 23, 2016 11:02 pm
Forum: Ideas and Suggestions
Topic: Quick Combat Update (v14 Base)
Replies: 7
Views: 3236

Re: Quick Combat Update (v14 Base)

3)Make 'Armor Piercing' Damage Attribute Formula would (basically) be: if (Defense.ResistsAttackType){ if (Attack.ArmorPiercing){ Damage = Attack.Damage * (1 + Attack.ArmorPiercingModBonus); } else { resistDamage = (Attack.Damage - Defense.Resist# <= 0) ? 1 / (2 + Defense.Resist# - Attack.Damage) * ...
by Rythe
Thu Sep 22, 2016 1:46 am
Forum: Resolved Problems and Bugs
Topic: [0.13.17] Biters build too close to players structues
Replies: 24
Views: 8395

Re: [0.13.17] Biters build too close to players structues

This issue is kinda like Factorio mechanics painting themselves into a corner. If you don't let biters build near player structures, then a box or bit of train track here and there becomes your most potent defensive structure. If you do let biters build near player structures, then defenses become a...

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