check the URLOktokolo wrote:Is that an icon from Diablo 2 made by Blizzard?BlueTemplar wrote: Belt Immunity Equipment :
![Wink ;)](./images/smilies/icon_e_wink.gif)
check the URLOktokolo wrote:Is that an icon from Diablo 2 made by Blizzard?BlueTemplar wrote: Belt Immunity Equipment :
LOLBlueTemplar wrote:Hover BeltKalamel wrote:All good!
Only thing I don't like on this FFF is the name, 'Belt immunity'. Can we make better name for it? Like 'Smart boots', 'Hover shoes', etc,? Well I don't really serious about it anyway.
yes, yes and yes.vyktor wrote:Why not adding couple of other 1x1 enhancements items?
- Enhanced walk control - allow you to temporary disable exoskeletos (precision work, say while holding shift)
- Enhanced bot control - temporary disable personal roboports (for a train ride) and/or logistic bots (put manually items to outpost network without them being instantly delivered back)
- Xterm train - when player is on rail track signal surrounding signals as red
Thanks ! It even has 2 lane(yard)s, as you can see...Kalamel wrote:LOLBlueTemplar wrote:Hover BeltKalamel wrote:All good!
Only thing I don't like on this FFF is the name, 'Belt immunity'. Can we make better name for it? Like 'Smart boots', 'Hover shoes', etc,? Well I don't really serious about it anyway.
Not that I didn't think about that, but it will be complicated to explain why we can't use that to move on water.
But I really not expect that design, hahahaha. Nice job.
If you do separate input into catalysts and materials, why even output catalysts? I do understand that there should be an additional puzzle but it really makes no sense.Klonan wrote:Yes, It will still output all the ingredients and catalysts when the crafting finishesInwoods wrote:I'm not clear on enrichment, this is only reporting, correct? It's not going to start caching the good stuff internally as a "catalyst," so we still have to do the weird tricks to reinsert the catalyst and output that single nice chunk of uranium?
It does make sense if you think about impurity enrichment. For example a nuclear power plant uses water from a river to condense the steam back down. In most power plants this is achieved by evaporation cooling. The water is a "catalyst" in this scenario and you should not have to extract any of that water back out of the plant right? Wrong. All current designs take water from the river in and also put water back into the stream (*). It is used to dilute the water in the cooling tower. Without that dilution all the impurities that are solved in the water would increase in concentration and lead to catastrophic failures when the dissolved substances would crystallize out of solution. For water that is mainly calcium, magnesium and some salts.PacifyerGrey wrote:If you do separate input into catalysts and materials, why even output catalysts? I do understand that there should be an additional puzzle but it really makes no sense.Klonan wrote:Yes, It will still output all the ingredients and catalysts when the crafting finishesInwoods wrote:I'm not clear on enrichment, this is only reporting, correct? It's not going to start caching the good stuff internally as a "catalyst," so we still have to do the weird tricks to reinsert the catalyst and output that single nice chunk of uranium?
I also don't like the name. "Belt immunity" sounds gamey and immersion breaking. I also had no idea what it meant, when I saw it, until the concept was explained.Kalamel wrote:All good!
Only thing I don't like on this FFF is the name, 'Belt immunity'. Can we make better name for it? Like 'Smart boots', 'Hover shoes', etc,? Well I don't really serious about it anyway.
+1 for clearing the order for bots without power. (And also not to assign orders to powerless bots.)Zyrconia wrote: 1. Bots. It can be very annoying when building an outpost an you get attacked halfway across the map and you run there with 20 robolegs, clear up the biters and you need to rebuild with bots. Some of the bots are left behind, but you still have a good stack in your inventory. Yet nothing happens. The bots don't leave your inventory. The game feels downright broken at this point because you do not understand why the 50 bots in your inventory do not fix the damage in 2 seconds. What actually happens is that some of the returning bots are scheduled to do your task. And they won't do it until they return. But they are out of power and take 5 minutes to reach you. It would be great if when a personal roboport bot runs out of power power, his orders are cleared and set to a return task. Then new bots can be assigned for those tasks that are around you. This happens about once every 1-2 hours.
Really?Wackerstamfer wrote:How about make the make the belt immunity part of the exosceleton. When you've reached that tech the belt speed bonus is not that relevant anymore.
Personally, I'm fond of the RTG mod for this. It requires that you research atomic energy before you get it, and it requires uranium to build.Roxor128 wrote:One little thing that's been bugging me for a few versions: The portable fusion reactor seems out of place with no predecessors. It was fine back when we needed alien artefacts to make it, as it could be justified as alien technology. Since they were removed (and good riddance!), it doesn't really fit into the tech tree.
best armor + fusion reactors + some exosceletons == fastBlueTemplar wrote:Really?Wackerstamfer wrote:How about make the make the belt immunity part of the exosceleton. When you've reached that tech the belt speed bonus is not that relevant anymore.
Red (or maybe even blue) belt vs (partially!) solar-powered exoskeleton?
Seems like a reasonable alternative. There's a mod called "Fission and Fusion" which also does RTGs, though via making uranium reprocessing produce Radioisotopes as an occasional by-product and using that in the construction of RTGs.Omnifarious wrote:Personally, I'm fond of the RTG mod for this. It requires that you research atomic energy before you get it, and it requires uranium to build.Roxor128 wrote:One little thing that's been bugging me for a few versions: The portable fusion reactor seems out of place with no predecessors. It was fine back when we needed alien artefacts to make it, as it could be justified as alien technology. Since they were removed (and good riddance!), it doesn't really fit into the tech tree.
is great. Though I rather would like if it is not using up precious space in your armor and would be available sooner (as soon as you place down belts) and could be disabled on a button press.Belt Immunity Equipment
In the later game there is often an annoyance when trying to work around your overgrown belt jungle. It especially just leads to misclicks and a lot of hassle for something that doesn't really add much value to the gameplay at that stage. So the simple solution, in 0.17, there is a piece of armor equipment you can equip, that will make your character immune to belts.