Search found 14 matches
- Thu May 09, 2024 1:34 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36264
Re: Friday Facts #409 - Diminishing beacons
I was driving my daughter (14) home from school and telling her about this FFF. After discussing it she started breaking out into song about beacons, beacons, beacons, a la Jack Black's Peaches from the Mario Movie: https://youtu.be/aW7bzd8uwyQ?t=57 It made my day, hopefully it makes someone else's...
- Tue May 07, 2024 3:14 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36264
Re: Friday Facts #409 - Diminishing beacons
That make sense to me, beacon would work best when not at 400 degrees, there would be overheating at this temp, hence the need to keep them cooled, the coolant could be at that temperature or around, it wouldn't be high enough to be used for energy generation. It may turn the whole design a bit &qu...
- Tue May 07, 2024 1:15 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36264
Re: Friday Facts #409 - Diminishing beacons
The equations would need to be well adjusted, if the beacon require heat from heat pipe to transmit module effects, it makes it consume energy, but if it need to be kept cool, it means it produces heat in the pipes, and as such ,it could be used to create energy or recover some of electricity cost ...
- Sun May 05, 2024 2:32 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36264
Re: Friday Facts #409 - Diminishing beacons
Going further with this idea, this something could for instance be cooling, maybe even with a heat pipe connection (since heat pipes are so underutilized now). Also, the idea of having to create coolant loops sounds rad, anything involving belt loops or things feeding into themselves is right up my...
- Sat May 04, 2024 2:40 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36264
Re: Friday Facts #409 - Diminishing beacons
Going further with this idea, this something could for instance be cooling, maybe even with a heat pipe connection (since heat pipes are so underutilized now). You need to remove heat from the beacon via heat pipes and the benefit of doing so could improve beacon performance. You could either have ...
- Fri Nov 03, 2023 12:24 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 174
- Views: 42075
Re: Friday Facts #383 - Super force building
I love the trend of looking at QoL mods and going "oh yeah, that part really is an annoyance that doesn't serve an intentional gameplay purpose, let's do something about that"
Auto Research, Wire shortcuts, Remote configuration, bot module inserter, now waterfill too!
Auto Research, Wire shortcuts, Remote configuration, bot module inserter, now waterfill too!
- Fri Oct 13, 2023 11:28 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 43248
Re: Friday Facts #380 - Remote view
The visual feedback for a robot being on the way is completely unnecessary, and yet, it's gonna make blueprinting a whole lot more satisfying, like how waiting at a stop light is much less of a drag with a countdown. Nice!
- Fri Sep 08, 2023 1:21 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196450
Re: Friday Facts #375 - Quality
This is part of the DLC only or it will be integrated in the whole game? I hope you could turn this stupid RNG off. If this is activated by DLC I really starting to considered to not buy it righ now Because it is so HUGE game changing thing that you would have to change absolutely whole facotry fro...
- Fri Sep 08, 2023 1:03 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196450
Re: Friday Facts #375 - Quality
The idea of adding something like quality sounds like a good one. But, I have concerns about the whole random chance. Then again, have yet to play with the mechanic, but pure RNG isn't fun. -Pure RNG is annoying. It's basically a wait mechanic that you can't math around. Will you get the right one?...
- Fri Sep 08, 2023 12:15 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196450
Re: Friday Facts #375 - Quality
Mechanically, I like it a lot. My favourite recipe in the entire game is the Kovarex enrichment process, enabling lots of creative approaches to make it feed back into itself. This has a similar vibe to me, except now it can be applied to the whole game. The complaints about added complexity and mes...
- Fri Sep 08, 2023 11:50 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196450
Re: Friday Facts #375 - Quality
Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
- Fri Nov 06, 2020 4:27 pm
- Forum: Not a bug
- Topic: [1.0.0] Furnace array apparently deleting items
- Replies: 4
- Views: 1387
Re: [1.0.0] Furnace array apparently deleting items
Thank you, it was a balancing issue
- Fri Nov 06, 2020 4:10 pm
- Forum: Not a bug
- Topic: [1.0.0] Furnace array apparently deleting items
- Replies: 4
- Views: 1387
Re: [1.0.0] Furnace array apparently deleting items
But I AM feeding in 4 full belts. The belts are moving at full speed, and I can't see a single gap in item input. Am I wrong about that? How can it be that I'm not feeding in 4 full belts?
- Fri Nov 06, 2020 3:50 pm
- Forum: Not a bug
- Topic: [1.0.0] Furnace array apparently deleting items
- Replies: 4
- Views: 1387
[1.0.0] Furnace array apparently deleting items
In a world, I have an array of electric furnaces capable of smelting 4 full belts of iron ore into iron plates. But somehow, despite being fed 4 full belts of iron ore, the output belts are almost but not quite full. I figure that since the smelting recipe is 1 ore to 1 plate, I should be getting ex...