Search found 52 matches
- Wed Jun 10, 2020 5:31 am
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 53538
Re: Friday Facts #350 - Electric mining drill redesign
how steady and predictable they were, always outputting while at the ends for example. they don't, I checked :) Damn, you're right haha, the animation is slightly longer. Your brain makes it work when it isn't. :) I guess the fact that there is at least a perceivable relationship between production...
- Fri Apr 17, 2020 5:04 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21856
Re: Friday Facts #343 - Environmental particle effects
Third.
- Thu Nov 28, 2019 12:31 pm
- Forum: Balancing
- Topic: Gun turret range
- Replies: 21
- Views: 9190
Re: Gun turret range
In my opinion weakness of inserters are much worse problem. I like that biters can make real damage and stress my manufacturing plants and logistics. Replacing walls and turrets is very natural part of defense line. But inserters are ridiculously weak and area effect destroys them first. Perhaps lo...
- Fri Oct 18, 2019 9:14 am
- Forum: General discussion
- Topic: Criticism: Belt Immunity Equipment
- Replies: 39
- Views: 13815
Re: Criticism: Belt Immunity Equipment
the sad one-tile gap, which can currently only be filled by a panel, really grinds at me. You can also fill it with not filling it with anything. Having an empty spot above it is exactly the same as it being 1x2 in size. It's even better, having it 1x1 means its flexible, you can leave an empty slo...
- Thu Oct 10, 2019 5:57 am
- Forum: General discussion
- Topic: Where do you see the End Game
- Replies: 23
- Views: 10019
Re: Where do you see the End Game
Take Art for example - one could argue in Art there are no goals. But that is a misconception. It simply is not a functional goal. Say I want to make Star Trek Enterprise in Minecraft - while it serves no functional purpose. The goal it self is to make Star Trek Enterprise. Goals always exist, peop...
- Tue Oct 08, 2019 8:24 am
- Forum: General discussion
- Topic: Robot energy math
- Replies: 7
- Views: 2620
Re: Robot energy math
Oh, lot's of relevant information on that page! Thanks! I assume one tile is 1 square meter?
- Tue Oct 08, 2019 6:40 am
- Forum: General discussion
- Topic: Robot energy math
- Replies: 7
- Views: 2620
Robot energy math
TL;DR: What is the base speed of bots? The rest is just me rambling as I try to math, read at your own peril :D I love building with construction robots from my personal roboports. However, I'm struggling to keep more than a handful working for any length of time as batterys drain really fast when a...
- Sun Jul 28, 2019 7:56 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 286040
Re: Friday Facts #305 - The Oil Changes
How about implementing the new GUI for refinery with the new and improved indicators of backed up problems, and a tutorial first and see how far thouse changes goes toward solving the "new players quit at oil"-problem before doing drastic and controversial changes to the actual recepies?
- Thu Jun 20, 2019 6:10 am
- Forum: Balancing
- Topic: Biter AI pathing makes game too easy.
- Replies: 21
- Views: 10479
Re: Biter AI pathing makes game too easy.
Form my observations, biters already are kind of "smart". Not geniuses by any means, but farm from blindly rushing in one by one. My observations are mostly based on biters attacking as a counter to artillery fire, and this is the "intelligent" behavior I see: - They form large &...
- Wed Jun 19, 2019 12:45 pm
- Forum: General discussion
- Topic: [Poll] 0.17 Quickbar
- Replies: 34
- Views: 9872
Re: [Poll] 0.17 Quickbar
I love it. It works so much better then the old one for me. Not much of an explenation, but it's how I feel... But I'll try to be more concreat. I set upp my perferend bars once and then they stay the same regardles of crafting new items or runing out of items. Its easy to switch between my differen...
- Mon May 13, 2019 9:36 am
- Forum: Gameplay Help
- Topic: Handling 7 Science Paks
- Replies: 36
- Views: 15300
Re: Handling 7 Science Paks
Last I checked, there where more then one side on a lab, infact I think it was four sides. So by utilizing only half the sides I can get supply from 4 belts, so I even have a lane to spare
- Fri Apr 05, 2019 10:38 am
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 15264
Re: Map gen puts enemies too close
With the random nature of the terrain/resource/biter generation, it will be next to imposible to get a "default" setting that allways generates a properly hard game. It will inevitably some times produce a "to hard" map and other times a "to easy" map, even if most of t...
- Thu Apr 04, 2019 6:01 am
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 8852
Re: Danger Will Robinson, Danger!!! 0.17 Trains
And the moral of the story is of course, don't drive trains manualy! It's blody dangerous!
- Thu Mar 21, 2019 8:44 am
- Forum: General discussion
- Topic: .17 coal power ratios
- Replies: 26
- Views: 9631
Re: .17 coal power ratios
+1 for not everything needs to have perfect ratios.
- Mon Mar 18, 2019 3:23 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40295
Re: Lategame mining options are lacking
If you use filters, then the fuel slots will be empty one way and the plate slots will be empty the other way. The end result will still be only half the avalible cargospace beeing used on average. Am I missing something? Fuel is used very slowly compared to ore. One coal can smelt many units of or...
- Mon Mar 18, 2019 7:45 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40295
Re: Lategame mining options are lacking
It's a common practice to integrate smelters into mining outposts. I wouldn't call it common. Early game would have to feed coal to every ore outpost and that's a lot of extra work. Mid game doesn't need the extra train efficiency, there aren't enough materials flying around to care. Late game does...
- Fri Mar 15, 2019 11:24 am
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 8556
Re: Research going too fast/easy while I do other things?
I think reseach seems to "fly by" for veteran players and players how have watched a lot of you-tubers play. For me when I first played the game (and I going to assume that this is simmilar for a lot of players, even if not for all) I built a couple of smelters for my iron and automated so...
- Thu Mar 14, 2019 6:45 am
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 8556
Re: Research going too fast/easy while I do other things?
It seems to me the easiest solution is to not start a new research until you feel ready? There is nothing forcing you to keep reseach going all the time.
- Mon Mar 04, 2019 1:15 pm
- Forum: General discussion
- Topic: [0.17.x]New worm exploit/strategy
- Replies: 13
- Views: 5275
Re: [0.17.x]New worm exploit/strategy
The real challenge is to move in a way that makes the worms take out the nests for you
- Fri Jan 25, 2019 7:01 am
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 35594
Re: Did no one else notice massive nerf of tank in 0.17?
If you used the tank for the MG, then you were using the tank all kinds of wrong. You use the tank for the damn cannon, with explosive shells and enough upgrades you can wipe out a base in 1 or 2 shots in most cases. Only then needing to use the MG for mop up. Add in the fact that your personal def...