Search found 22 matches
- Wed Nov 20, 2024 4:39 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 142
- Views: 9499
Re: Ability to craft lower quality with higher quality
Y'all have to know that any total overhaul of quality that takes several page-long posts to describe, even before the guaranteed problems are discovered by playtesting, is never going to happen, right? The only suggestions that will be implemented at this point will be small, self-contained changes...
- Wed Nov 20, 2024 1:54 am
- Forum: Ideas and Suggestions
- Topic: [DLC] - Make Gleba's unique structures more impactful
- Replies: 4
- Views: 273
Re: [DLC] - Make Gleba's unique structures more impactful
I wouldn't try to balance the bio chamber to be as good as EMPs or foundries as that just doesn't feel possible and biolabs are supposed to be the main competitor, but making it more specialized for its risk is enticing. In development the biochamber was exclusively added for gleba, and later on ha...
- Tue Nov 19, 2024 10:55 pm
- Forum: Ideas and Suggestions
- Topic: [DLC] - Make Gleba's unique structures more impactful
- Replies: 4
- Views: 273
Re: [DLC] - Make Gleba's unique structures more impactful
I respect the effort that went into this post but… Buddy, you missed one :lol: You know, the biolab? The most powerful one? The biochamber, and especially the heating tower, are not Gleba’s “cool unlocks that make you want to go there”. That’s what the biolab is. You were looking in the wrong place...
- Tue Nov 19, 2024 7:13 pm
- Forum: Ideas and Suggestions
- Topic: [DLC] - Make Gleba's unique structures more impactful
- Replies: 4
- Views: 273
[DLC] - Make Gleba's unique structures more impactful
TL;DR The biochamber and to a lesser extent heating tower are vastly less usable than their contemporaries thus making Gleba a far less appealing candidate for a "first planet" that likewise has far less of an impact on other planets due to having very low usability outside of Gleba. THE ...
- Mon Nov 18, 2024 5:56 pm
- Forum: Balancing
- Topic: Epic and Legendary quality unlocks
- Replies: 10
- Views: 3128
Re: Epic and Legendary quality unlocks
Epic can come as early as you want if you just zoom on down to Gleba first. Weird thing about that is that, for some reason, all of the quality enhancing gizmos and gadgets are all on Fulgora. So if you want the most out of the new rarity you have to goto Fulgora anyways. Which means you're already ...
- Mon Nov 18, 2024 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Space Age should have created a more thrilling experience
- Replies: 2
- Views: 193
Re: Space Age should have created a more thrilling experience
Does space age not include significant game changing moments? I am confused. It sounds to me like you are just describing a space age playthrough but limiting yourself to not dropping items onto each of the first 3 planets. And this is basically what I wound up doing in my first playthrough because ...
- Sun Nov 17, 2024 8:18 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 142
- Views: 9499
Re: Add option for mixed Quality in Assemblers
So why did I choose the quantity of the parts rather than any sort of complexity weighting? To me it just seemed like the simplest thing to implement and the simplest thing for users to understand at a glance. It also seemed the most in-line with the current implementation as far as how many parts ...
- Fri Nov 15, 2024 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 67
- Views: 4957
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Maybe we add a third layer of oil that is "less dense" than the other two of which you can use for some limited "landfilling" in the early-game so you can maybe extend your islands a little or have close islands that can connect to one another more easily without breaking any of...
- Thu Nov 14, 2024 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Items per minute under second to help with values
- Replies: 15
- Views: 651
Re: Items per minute under second to help with values
I feel like having both at once would clutter the UI abit too much for comfort. Though having a toggle seems to be an simple enough solution; can't think of a reason not to have something like this if players really want to see things in items/minute instead of items/second. Could also maybe make it...
- Thu Nov 14, 2024 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 67
- Views: 4957
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Maybe we add a third layer of oil that is "less dense" than the other two of which you can use for some limited "landfilling" in the early-game so you can maybe extend your islands a little or have close islands that can connect to one another more easily without breaking any of ...
- Wed Nov 13, 2024 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 142
- Views: 9499
Re: Add option for mixed Quality in Assemblers
1/ productivity-quality exploit. During development there was an option for any quality recipe where a base rolled quality was lowest quality of provided ingredients. There was however exploit when using productivity modules: a machine could be fed normal quality ingredients that would "charge...
- Sat Nov 09, 2024 6:52 pm
- Forum: General discussion
- Topic: Is there an endgame-balance for planets ?
- Replies: 4
- Views: 932
Re: Is there an endgame-balance for planets ?
This may depend on your play style. I found myself using Gleba as my main hub. It was so efficient turning fruit into iron and copper I did not need lava. Both are infinite. For Vulcanus its ~8 foundrys ,the gleba furnaces alone are bigger than that. Even our first starter ships could run the Gleba...
- Fri Nov 08, 2024 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Making quality more accessible without reducing its complexity
- Replies: 10
- Views: 768
Re: Making quality more accessible without reducing its complexity
---snip--- Ahhhh wait I see. The benefit here is that you don't have to retool your factory immediately whenever you want to slap quality modules into something; you can just extend whatever production lines slightly. Yeah okay, I can see that. Also on the technical side if it downgrades the qualit...
- Fri Nov 08, 2024 4:57 pm
- Forum: Ideas and Suggestions
- Topic: [DLC]Gleban science pack spoilage improvement
- Replies: 8
- Views: 721
Re: [DLC]Gleban science pack spoilage improvement
How can spoilage “pile up”? Just incinerate it in the heat tower, or turn it into nutrients for biochambers that are doing cracking. There’s even an extra funny option: Turn the spoilage into carbon, combine it with sulfur into coal, then liquefy the coal. According to one calculator, if you have p...
- Tue Nov 05, 2024 12:08 am
- Forum: Ideas and Suggestions
- Topic: [DLC]Gleban science pack spoilage improvement
- Replies: 8
- Views: 721
[DLC]Gleban science pack spoilage improvement
TL;DR The core problem here is that you are penalized mechanically for not always researching something that requires Gleban science. (Fulgora only science for example). The only real solutions are to either manually shut off production and logistics back and forth from Gleba; put all of your scien...
- Mon Nov 04, 2024 10:55 pm
- Forum: Balancing
- Topic: [2.0.13] Ice levels in Nauvis orbit too low
- Replies: 9
- Views: 1458
- Mon Nov 04, 2024 10:37 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 12
- Views: 1118
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
It would be helpful if I could see the spoilage status of an item while also knowing what item it is. Two things that might accomplish that: * Spoilable items output a new signal that represents the spoilage level, this is separate from the quantity of the item which is still the original signal. OR...
- Mon Nov 04, 2024 10:32 pm
- Forum: Ideas and Suggestions
- Topic: Spoiled priority for request chests
- Replies: 1
- Views: 343
Re: Spoiled priority for request chests
+1 Was surprised I was unable to do this.
- Mon Nov 04, 2024 6:33 pm
- Forum: Balancing
- Topic: [2.0.13] Ice levels in Nauvis orbit too low
- Replies: 9
- Views: 1458
Re: [2.0.13] Ice levels in Nauvis orbit too low
I definitely feel this. The only way to get a large amount of material quickly is to actually set off and travel; but if you're waiting forever for your engines to spool initially it definitely sucks. There is an "asteroid spawn rate" slider in the world settings that I contemplated cranki...
- Mon Nov 04, 2024 6:04 pm
- Forum: Balancing
- Topic: Epic and Legendary quality unlocks
- Replies: 10
- Views: 3128
Re: Epic and Legendary quality unlocks
Epic only comes late if you goto Gleba last; though I think for most people, this is very much the norm. Maybe making it so that you just need to finish construction of "any" of the sciences from any of the planets to unlock rare would make it more accessible in playthroughs. Likewise the ...