Then it is on the todo list? That makes me a happy playerKlonan wrote:We will tackle those issues when we get around to the further polishing and UX redesign in the future, but for now we consider them less important than the inconsistencies and signal issuessilverkitty23 wrote:The problem making with making steam separate from water is you've still got the issue of Steam at 165 (good for engines) and Steam at 500 (good for turbines) - and now heat exchangers only take water so you can't pre-boil the steam in boilers. The second problem is at least easy to fix (make exchangers accept water or steam). But you still have "easily setting conditions for managing X" issues still apply when you can't distinguish Steam165 from Steam500. And if you have a mod that requires Some Other Fluid at Some Other Temperature, you can't "easily set conditions for managing" whatever needs that hot fluid.The main issue was that while it looked different in the pipes, when you read the contents of a storage tank, it would tell the circuit network that it contains water. Additionally the circuit network had no signal to represent steam, so easily settings conditions for managing nuclear power setups was not possible.
It seems like you've created a patchy solution, when what you really need is something more permanently useful. Like if the signals for each fluid included the temperature, so you might have several water signals at once. It might seem like a mess, but it's more flexible and permanent and would allow you shuffle steam/water at different temperatures around.
(Simplest solution is to allow heatexchangers to take steam as an optional input, but that'd probably require a programmatic change - kinda like how fuel burning machines will take anything with a fuel value and can switch between them freely)
That already happens - attacks against biters appear to trigger aggro from any mobile biters in a very large radius. They'll target whatever did the damage.I hope there would be a short-range defense trains as well. That way you could have biters trigger attacks against the artillery when it hits their bases so that the train will have to defend itself from close-range attacks. If the artillery fire causes no real aggression then it's somewhat boring in my opinion.kovarex wrote:The idea is, that you reload the artillery with some kind of ammo in the base, and then you make it go to some station, where it can just bombard/kill/remove all the enemy bases in quite a big radius