Search found 81 matches
- 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.
- 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.
- 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...
- 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'.
- 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.
- 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...
- 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...
- Mon May 08, 2017 9:49 am
- Forum: Ideas and Suggestions
- Topic: Replacement planner for upgrading the base
- Replies: 4
- Views: 1160
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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.
- 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.
- 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 ...
- 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...
- 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...
- 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...