Search found 81 matches

by Ingolifs
Sun May 14, 2017 12:12 pm
Forum: General discussion
Topic: Are efficiency modules even worth it?
Replies: 28
Views: 18410

Re: Are efficiency modules even worth it?

I use efficiency 2 in blue assemblers for all the things I don't make much of. Beyond that, I hardly ever use them. I don't even make efficiency 3.
by Ingolifs
Sun May 14, 2017 9:39 am
Forum: Ideas and Suggestions
Topic: Atomic Bomb
Replies: 6
Views: 2862

Re: Atomic Bomb

Tactical nuke may be a more apt name for it.
by Ingolifs
Sun May 14, 2017 9:37 am
Forum: Ideas and Suggestions
Topic: Do not take item from player hand
Replies: 1
Views: 705

Re: Do not take item from player hand

This is something I also find annoying. When laying down large prod 3/speed 3 setups for which there aren't enough modules, I like to move them around manually to optimise their efficiency, but it can be near impossible to do that when the robots are snatching them from your hand and placing them el...
by Ingolifs
Sat May 13, 2017 5:06 am
Forum: Ideas and Suggestions
Topic: Rewording "Shooting Speed" to "Rate of Fire"
Replies: 5
Views: 1822

Re: Rewording "Shooting Speed" to "Rate of Fire"

While we're on the nitpicky subject, 'used up uranium fuel cell' should be 'spent uranium fuel cell'.
by Ingolifs
Thu May 11, 2017 11:51 pm
Forum: Ideas and Suggestions
Topic: Make Day and Night Equal Length
Replies: 14
Views: 5895

Re: Make Day and Night Equal Length

I find night really annoying, and I'm glad it only lasts for a short period.
by Ingolifs
Thu May 11, 2017 9:48 pm
Forum: Ideas and Suggestions
Topic: Dismissing alerts
Replies: 5
Views: 5642

Re: Dismissing alerts

For some of the situations it is a bit tricky to come up with logic for how they should be dismissed. When a player is dismissing an alert, they are effectively saying 'Yeah I know about that'. Let's say there's an attack where, say, 8 turrets are activated, and the player looks at the attack, decid...
by Ingolifs
Tue May 09, 2017 11:16 pm
Forum: General discussion
Topic: Producing oil from only coal?
Replies: 4
Views: 2312

Producing oil from only coal?

So looking at the coal liquefaction tech, (10 coal +25 heavy oil +50 water gives 35 heavy oil, 15 light oil and 20 petroleum, a net gain of 10 heavy oil), it seems like once you have the initial 25 heavy oil to start the process, you should be able to make an unlimited amount of the oils from only c...
by Ingolifs
Mon May 08, 2017 8:13 am
Forum: Gameplay Help
Topic: Megabus Lane
Replies: 12
Views: 6286

Re: Megabus Lane

After each lane is split, the typical thing to do is add some more belt balancers to redistribute the lost flow from the split off belt. The reason why this is used in general (as opposed to the spaghetti style where inserters draw directly from a single belt), is because it distributes resources mo...
by Ingolifs
Mon May 08, 2017 7:55 am
Forum: Ideas and Suggestions
Topic: Replacement planner for upgrading the base
Replies: 4
Views: 1160

Replacement planner for upgrading the base

I'm imagining something similar to the deconstruction planner, but when you drag a rectangle over the items, you logistic bots replace them with the highest tier of the same item type you have in your inventory. Direct upgrades include: Tier 1 assembler--> tier 2 -->tier 3 Stone furnace--> steel fur...
by Ingolifs
Mon May 08, 2017 7:43 am
Forum: Ideas and Suggestions
Topic: Infinite research and bounded returns (warning: math!)
Replies: 6
Views: 2185

Re: Infinite research and bounded returns (warning: math!)

I haven't quite reached infinite research myself but I believe you have this the wrong way around. Each tier gives the same benefit while the cost increases exponentially. What you described is a scenario where the research is the same each tier while the benefit is halved (which would give a bounde...
by Ingolifs
Mon May 08, 2017 7:38 am
Forum: Ideas and Suggestions
Topic: avatar head should follow mouse position
Replies: 5
Views: 1842

Re: avatar head should follow mouse position

So, like, I'm the one who wanted the tank's treads to move when it turns while stationary, and even I think this is frivolous.
by Ingolifs
Sun May 07, 2017 10:28 pm
Forum: Ideas and Suggestions
Topic: "Kovarex Enrichment" needs a rethink -- catalysts!
Replies: 47
Views: 16806

Re: "Kovarex Enrichment" needs a rethink -- catalysts!

So, to sum up so far: "I can solve this problem!' But it shouldn't be this kind of problem . It's a bad design that comes from too narrow a focus on the existing code and existing art assets. But it's not a bad problem, though. I had fun trying to come up with a design to breed u-235. It's a d...
by Ingolifs
Sun May 07, 2017 1:09 pm
Forum: Ideas and Suggestions
Topic: "Kovarex Enrichment" needs a rethink -- catalysts!
Replies: 47
Views: 16806

Re: "Kovarex Enrichment" needs a rethink -- catalysts!

I'm perfectly fine with the sushi belt approach. However I do feel that Kovarex enrichment is perhaps a bit too powerful. The player goes from obtaining a single u-235 on average every 1400 seconds per centrifuge to obtaining one u-235 every 50 seconds per centrifuge. This is about a 30 times increa...
by Ingolifs
Sat May 06, 2017 6:23 am
Forum: Balancing
Topic: Does barreling make any sense now?
Replies: 7
Views: 4475

Re: Does barreling make any sense now?

My oil setup is on the other side of my base from my processing unit factory, and far away from things that use lubricant, so barrelling (as well as use of the logistic system) comes in quite handy.
by Ingolifs
Fri May 05, 2017 10:34 pm
Forum: Ideas and Suggestions
Topic: Allow Inserters to take fuel from trains again
Replies: 50
Views: 12387

Re: Re-allow inserters to remove fuel from locomotives

I'm really glad they got rid of this feature.
by Ingolifs
Fri May 05, 2017 4:44 am
Forum: Ideas and Suggestions
Topic: Check for vehicle speed before releasing personal robots
Replies: 12
Views: 4677

Re: Check for vehicle speed before releasing personal robots

It's not just when using vehicles that this happens. It happens when on foot, too. Both in early stages of using the personal roboport when the bots are still slow and especially when you have one or more exoskeletons in your powered armour. True, but it's generally easier to backtrack to get them ...
by Ingolifs
Fri May 05, 2017 2:56 am
Forum: Ideas and Suggestions
Topic: Re name/classify the science packs
Replies: 8
Views: 2736

Re: Re name/classify the science packs

Boo-urns! I like the current potions! Me too. Although from a material standpoint, copper + gear = red potion doesn't make any sense, from a gameplay abstraction viewpoint, the potions are probably the best way to represent the concept of science. We already have quite a number of computer-chip loo...
by Ingolifs
Fri May 05, 2017 2:40 am
Forum: Ideas and Suggestions
Topic: 50% neighbour bonus on skewed nuclear reactors
Replies: 0
Views: 675

50% neighbour bonus on skewed nuclear reactors

When nuclear reactors are placed like so: skewreactor.png perhaps they should have a 50% neighbour bonus. Ok, what would that entail? As many have figured out, there isn't terribly much depth to nuclear reactor placement. The most efficient method is a 2 by n rectangle. A reactor can be surrounded o...
by Ingolifs
Fri May 05, 2017 1:29 am
Forum: Balancing
Topic: The Cannon Shell Piercing Mechanism is gamey and weird
Replies: 3
Views: 1825

Re: The Cannon Shell Piercing Mechanism is gamey and weird

Coming up with sensible piercing projectile behaviour can be hard. Intuitively, one expects it to have the following behaviours: -Piercing ammo should go through enemies it kills -Piercing ammo can sometimes go through enemies that aren't killed by it. -Piercing ammo should be stopped dead in its tr...

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