Search found 56 matches
- Thu Sep 28, 2023 10:27 am
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 5316
Re: Ammo rebalance
You miss one important factor, with red ammo the biter would haved died twice as fast. And wouldn't i be reasonable if you are at that stage i could have green ammo and upgrade cost from red to green is trivial and at T6 green is cheapter than yellow to use. Red is only useful if yellow isn't killin...
- Wed Sep 27, 2023 7:44 pm
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 5316
Re: Ammo rebalance
I did the time and crunched the numbers myself, with the 3 different formulas in the wiki. Here are the bullets needed to kill a biter bulletschart.PNG here is the chart with your cost costchart.PNG I added the .ods if someone feels to need to verify it. The nerf of the yellow ammo while make the fi...
- Wed Sep 27, 2023 5:38 pm
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 5316
Re: Ammo rebalance
I had a bit fun doing a BTK (Bullets to Kill) overview of the different ammos, and then wanted to see if it add up with ingame stuff. Without upgrades it should take 84 shots of yellow ammo to kill a medium biter. With 1 Turret i get 90 bullets used, Stack of 10 magazines reduced to singel full one....
- Mon Sep 25, 2023 4:34 pm
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 5316
Re: Ammo rebalance
How did you calculated shots to kill? Is this only for gun turrets? How would it change for the other weapons that don't get double damage bonus? The science cost to reach Damage bonus 11 is huge as well. And while a Gunturret will do 120 dmg the Tank will only do 21, maybe the argument could be mad...
- Sun Oct 09, 2022 5:19 pm
- Forum: PyMods
- Topic: PyAlienLife Outpost Crash
- Replies: 0
- Views: 661
PyAlienLife Outpost Crash
Crashes if i try to open the Outpost mulitple times with this error: The mod Pyanodons AlienLife (1.12.4) caused a non-recoverable error. Please report this error to the mod author. Error while running event pyalienlife::on_gui_opened (ID 87) Gui element with name outpost_frame already present in th...
- Sat May 15, 2021 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Not flat water?...
- Replies: 7
- Views: 2251
Re: Not flat water?...
I personally prefer the current water implementation over your mockup water picture.
- Tue Mar 02, 2021 8:35 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 13301
Re: Shift-clicking items into red area of chests
You can already do that if you limit the item count via circuit network instead of limiting the chests space.
- Sat Jan 16, 2021 10:37 am
- Forum: Technical Help
- Topic: I need help with stutter diagnosis (probably not GFX related)
- Replies: 10
- Views: 3653
Re: I need help with FPS stutter diagnosis
Did you try any of the solution out of the commen graphic problem thread?
viewtopic.php?f=49&t=9300
Forcing OpenGL might solve the issue.
viewtopic.php?f=49&t=9300
Forcing OpenGL might solve the issue.
- Tue Dec 01, 2020 11:03 am
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 31917
Re: [MOD 0.16+] AutoDeconstruct 0.1.11
I "updated" the mod for 1.1. (Just changed the info.json)
- Wed Jun 17, 2020 12:49 am
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 30903
Re: Meaningful Content Update
I don't agree that this game needs more biters or expantions on the combat mechanics. Combat is a sidenote and i don't want it to be busy work, i have enough to do within the factory. I don't know how many players want to extend on combat, acutuelly no one does. Most Players are a silent majority an...
- Wed Apr 15, 2020 2:32 pm
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29065
Re: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
I patched this, since the setting gui didn't close anymore in 0.18.x . I also added variable underground lenght for the vanilla belts, you have to choose the belt type in settings beforehand now. I wanted to fix the issue where the pathfinder put undergoundbelt in places where other belts are, but t...
- Fri Apr 10, 2020 5:37 am
- Forum: Ideas and Suggestions
- Topic: Vote to Kick/Ban
- Replies: 91
- Views: 26836
Re: Strike/Ban system linked to account
Lets imagine this scenario: I join a Server, the players tehere don't like my choosen player color. They vote me off the server. Report 1? Then i join another server caus i wanna play. I want to do combat, bute people disagree and vote me off again. Report 2? I join a third server, someone sees i ha...
- Mon Mar 09, 2020 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Show train visualization in both directions
- Replies: 5
- Views: 2534
Re: Show train visualization in both directions
The visualization is dependent on Signal placement, if you placed a Signal already on the Track the train can only in one way. If you place two Signals next to each other at the start of your station you can switch previews of the wagons by switching the side of the old signal.
- Sun Sep 15, 2019 11:04 am
- Forum: Ideas and Suggestions
- Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
- Replies: 8
- Views: 3131
Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
I like the current Setting for the reason i can choose what i want for my game experience. There is always a learning curve in every game and i fail to see how easier recepies would change that. The extended tutorial (campaign) for new players isn't even done yet, it might help a ton understanding t...
- Sun Sep 15, 2019 10:50 am
- Forum: Implemented Suggestions
- Topic: Load Game as first menu entry
- Replies: 7
- Views: 3230
Re: Load Game as first menu entry
But would that button sync mods if you changed them in between? Or does it load the last save with the mods currently enabled?
It wouldn't hurt to have it, but i see no point in an "Resume Game" button, since there can be multiple possible savestates the
player wants to continue.
It wouldn't hurt to have it, but i see no point in an "Resume Game" button, since there can be multiple possible savestates the
player wants to continue.
- Fri Sep 06, 2019 6:37 am
- Forum: Technical Help
- Topic: [0.17.68] performance issue when game speed is set higher than 1
- Replies: 3
- Views: 1781
Re: [0.17.68] performance issue when game speed is set higher than 1
Since FPS and UPS are tied together this is to expected, same happens in the other direction if you hit simulation cap (ups and fps drops). On faster speeds performance issues would show up faster and more noticable.
- Sat Apr 27, 2019 2:51 pm
- Forum: General discussion
- Topic: Implementation of experimental elements in the stable version "Research ". n .
- Replies: 3
- Views: 2039
- Sat Mar 23, 2019 8:17 am
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 16971
Re: Map gen puts enemies too close
I Think this just boils down to what should be the "default" difficulty, and should it cater to new players and how much should it do? Maybe they should just add in a "Easy Start" setting with a bigger starting zone. I think the default is good as it is, you can get a challenging...
- Tue Dec 11, 2018 6:29 pm
- Forum: PyMods
- Topic: [Bug]Progress Stall with all PyMods
- Replies: 3
- Views: 2119
Re: [Bug]Progress Stall with all PyMods
Yeah that fixed the mining part for me. It was not easy to draw the conclusion: Use the crystal mine for quartz ore.
- Mon Dec 10, 2018 9:01 am
- Forum: PyMods
- Topic: [Bug]Progress Stall with all PyMods
- Replies: 3
- Views: 2119
[Bug]Progress Stall with all PyMods
I use the following pymods: Py Coal 1.0.11 Py-Fusion Energy 1.0.8 Py High Tech 1.0.10 Py Industry 1.0.11 Py Raw Ores 1.01 There is no way to craft the first science Pack, since i can't mine Quartz for Glass. I see no other way to get quartz or glass. Additionally not all Research topics are shown in...