Search found 134 matches
- Sun Sep 17, 2023 2:33 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
Huh, I didn't know that. So I can't keep researching, say, laser bonus? It has an exponential cost. You can only double it so many times before it breaks stuff and it's effectively impossible to proceed. The exact point at which that happens is not defined, but it happens. In addition, they already...
- Sun Sep 17, 2023 2:26 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
Infinite research is already a concept in the base game. Look up how it works. In general it's not actually infinite, especially the ones with exponential costs. Any new infinite research is going to be similar in that respect.
- Sun Sep 17, 2023 2:07 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
But, maybe the description was a little misleading. Maybe it's not really 'infinite productivity research' and it's actually all capped at 300%. Something seems wrong. The overall 300% cap applies to this productivity bonus too (and is probably the reason it was added). If you somehow manage to exc...
- Sat Sep 16, 2023 11:48 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
My beginning of the end was when the mod forced me to set up rubber production, completely locking up the techtree otherwise. Making the rubber isnt complicated but its multistep, almost all chemplants and fluids, which are zero fun to build with compared to belts. It took about 40 minutes to plan ...
- Sat Sep 16, 2023 6:06 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
Why would I want to craft random amounts of res to unlock random tech? Well then maybe the requirements shouldn't be designed "randomly" then, but with intention. That's like saying that recipe ingredients are random. No, they're not. If one specific requirement doesn't make sense, that w...
- Sat Sep 16, 2023 2:12 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
I do understand the difference. Previously you said that a small requirement makes no difference, suggesting that you didn't understand what it accomplishes. Now you've moved on to acknowledging that it makes a big difference, just that you don't like the difference that it makes. It's possible tha...
- Sat Sep 16, 2023 1:25 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
I'm still not sold on the implementation of quality. Primarily, in what world is a 90% failure rate acceptable when manufacturing a product? I don't know if it applies equally to all product types, but the whole quality mechanic makes me think about microchip manufacturing. It's fairly common for m...
- Sat Sep 16, 2023 12:23 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
- Sat Sep 16, 2023 12:10 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
If the requirement is one, then you might as well have the blue circuit tech as a requirement itself. That misses the point. It doesn't accomplish the same thing at all. The way things are now, you can research not only the things that use blue circuits, but the things that have those techs as prer...
- Fri Sep 15, 2023 11:34 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
Quality bonus for science I think has been shared on discord (IIRC it's like pack lasting like +100% longer per quality level in lab or something) Hopefully that's exponential (Q2 2x, Q3 4x, Q4 8x), not linear (Q2 2x, Q3 3x, Q4 4x). Still not necessarily worth it given the numbers we've seen, but a...
- Fri Sep 15, 2023 8:20 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
The idea that i cant make oil refinerys before driving to and putting down a pumpjack is absurd. You've got that exactly backwards. The idea that you can is absurd. We accept that level of absurdity, because it's a video game, but it's absolutely not a thing that makes sense if you think about it e...
- Fri Sep 15, 2023 6:44 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
I don't like the idea of you can't research/craft item x, until you make n of some random ingredient. If the number is low, it won't have any effect as it will be met automatically. If the number is low it can still have a huge impact. If you can't research something that requires blue circuits unt...
- Fri Sep 15, 2023 6:23 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59185
Re: Friday Facts #376 - Research and Technology
- Are the triggers retroactive when they become available? What if you already mined uranium before your research tree gets far enough to get to centrifuges? The game already tracks production statistics for everything. So the most natural implementation would be to just look at those, rather than ...
- Fri Sep 15, 2023 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 29695
Re: Do not pause game when looking at research in single player
The new FFF research changes about the research queue and trigger techs seems like it would have been the perfect opportunity to mention if they had finally addressed this problem. With things like late game research productivity, extended game content, and new research requirements it sounds like a...
- Tue Sep 05, 2023 12:54 am
- Forum: Mods
- Topic: Nullius, latest patch broke Asteroid Mining?
- Replies: 4
- Views: 655
Re: Nullius, latest patch broke Asteroid Mining?
The odds of getting 0 result from an asteroid miner 1 is just under 1/3. The odds of doing it 4 times in a row are just over 1%, comparable to the odds of getting both a uranium and copper on your first launch. 1% chances do happen sometimes. About 1% of the time.
- Mon Sep 04, 2023 11:00 pm
- Forum: Mods
- Topic: Nullius, latest patch broke Asteroid Mining?
- Replies: 4
- Views: 655
Re: Nullius, latest patch broke Asteroid Mining?
There isn't a 100% chance. The odds add up to 100%, but are independent of one another. There's a chance you could get unlucky on each independent roll and get nothing. There's also a chance you could get very lucky and get all of them. There's a 1% chance that your very first asteroid miner gets bo...
- Wed Aug 09, 2023 10:08 pm
- Forum: Modding interface requests
- Topic: Add options for radius and color of the map hint for remotes
- Replies: 2
- Views: 450
Re: Add options for radius and color of the map hint for remotes
Like the radius field on an AreaTriggerItem? How would you customize it for a DirectTriggerItem? Nullius "artillery" mainly work via the ScriptTriggerEffectItem targeting whatever coordinates the projectile strikes. The size of the effect in the script doesn't directly correspond to any ot...
- Sun Dec 25, 2022 9:16 am
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 18
- Views: 4520
Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Don't worry, for the last year multiple downloads from the same user (same version and different versions) have been deduplicated when calculating the total downloads number, so updating frequently doesn't boost the number of downloads (although I guess it does still get you more visibility by bein...
- Fri Dec 09, 2022 8:46 pm
- Forum: Mod portal Discussion
- Topic: Buggy download counter
- Replies: 3
- Views: 1046
Re: Buggy download counter
I think this is a good change. Sorting by most downloaded is far more usable now without so much bias toward inflated numbers from when downloads were counted differently. The most downloaded mods are mostly things that I hear people talking about and see them actually using, rather than things from...
- Mon Dec 05, 2022 6:37 pm
- Forum: Mods
- Topic: [MOD 1.1] Train Upgrader
- Replies: 0
- Views: 536
[MOD 1.1] Train Upgrader
A new mod to make it quick and easy to upgrade to new tiers of locomotives or wagons. When playing with an overhaul like Bob's, Pyanodon, or Nullius that adds multiple types of trains, or even a standalone train mod that adds new ones, it can be a pain to replace all your existing trains when you un...