Re: Friday Facts #142 - Playtesting
Posted: Sun Jun 12, 2016 8:09 am
Maybe because it is not a crane, but overhead rail signal?Serge wrote:nah, the crane has to be a liquid loader. Otherwise, why would it have a crane?
Maybe because it is not a crane, but overhead rail signal?Serge wrote:nah, the crane has to be a liquid loader. Otherwise, why would it have a crane?
Are you really arguing inventory space logic in a video game where a character can carry thousands of metal plates?? Or a whole showroom of cars in his pocket?Islacrusez wrote:Otherwise it makes no sense. Where does this extra capacity come from?
Since its already implemented and in testing, I guess its too late for voting.Islacrusez wrote:Since a few people are arguing against, I'll add my voice to for.
I guess you simply can't take of your armor if your inventory is too full (like chests, which can't be mined if full) or that the items are stored in the armor and inaccessible until reequipped (unlikely, but possible).Islacrusez wrote:Personally I think the "locked inventory" system is the better solution than item-drop (just no) or armour-specific-inventory (make some extra armour and you can carry how much?). Someone mentioned that locking the inventory on armour removal is a bad solution, but never said why? Anyone want to elaborate on that?
As long as there are arguments provided in posts, it can give dev team new ideas to test, and it can lead to changes/improvements/scraping/remaking some aspects of the game depending on test results. So this kind of feedback is useful.Sebb767 wrote:Since its already implemented and in testing, I guess its too late for voting.
This would potentially cause problems if your armour is destroyed. What would happen then?Sebb767 wrote: I guess you simply can't take of your armor if your inventory is too full (like chests, which can't be mined if full)
An excellent reason for ++ storage to be linked to research instead of armorIslacrusez wrote:This would potentially cause problems if your armour is destroyed. What would happen then?Sebb767 wrote: I guess you simply can't take of your armor if your inventory is too full (like chests, which can't be mined if full)
All inventory would be destroyed, just like chests now.Islacrusez wrote:This would potentially cause problems if your armour is destroyed. What would happen then?Sebb767 wrote: I guess you simply can't take of your armor if your inventory is too full (like chests, which can't be mined if full)
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Evolution factor 0.8702 (Time 9%)(Pollution 57%)(Spawner kills 32%)
Percentage will always add to (almost) 100%, as those a factor contributing to current evolution factor and calculated dynamically. So at the start of the game you could see something likeTheSAguy wrote:I was wondering though, if a mod does an Evolution deduction, who will this work with this feature?
To use round numbers, let's say the evolution factor is 30% = (Time 10%)(Pollution 10%)(Spawner kills 10%). IF a mod removes 6%. (exaggerated) , so the new evolution factor is 24%. What will the values then be?
Will it be 24% = (Time 8%)(Pollution 8%)(Spawner kills 8%) or 24% = (Time 10%)(Pollution 10%)(Spawner kills 10%)(Other -6%). or do you have to specify from what factor the deduction should happen?
. I believe, that there will be required tag when manipulating evolution factor, which will determine which category it belongs.Evolution factor 0.0002 (Time 100%)
Pollution factor can decrease? I thought it was monotone.alan2here wrote:So I will soon be able to check the evolution factor, improve my factory to produce less pollution, wait without attacking or burning anything, before checking the pollution factor again to see that it has decreased?
Using less energy (Efficiency modules) and reducing polluting buildings (steam engines, boilers, etc.) will reduce your pollution cloud significantly. It takes time to be absorbed, however; the effect isn't instant.malecord wrote:Pollution factor can decrease? I thought it was monotone.alan2here wrote:So I will soon be able to check the evolution factor, improve my factory to produce less pollution, wait without attacking or burning anything, before checking the pollution factor again to see that it has decreased?
Could that be a crane moving standard containers onto low level wagons?DedlySpyder wrote:Ok, I inserted a rail into the "crane" image, and it fits. So, I definitely think it is a train station.
Tin-Foil Hat Train Station
There was a funny bug a while back, when evolution factor could decrease. It would go into negative numbers and crash the gamealan2here wrote:Thanks for the info It's a shame that the evolution factor never normally decreases. I'd hoped improving the factories pollution output would cause them to attack less, dominating the other factors such as play time for a long time.