Search found 14 matches

by Elocutiona
Thu May 09, 2024 1:34 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 163
Views: 17805

Re: Friday Facts #409 - Diminishing beacons

I was driving my daughter (14) home from school and telling her about this FFF. After discussing it she started breaking out into song about beacons, beacons, beacons, a la Jack Black's Peaches from the Mario Movie: https://youtu.be/aW7bzd8uwyQ?t=57 It made my day, hopefully it makes someone else's...
by Elocutiona
Tue May 07, 2024 3:14 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 163
Views: 17805

Re: Friday Facts #409 - Diminishing beacons

That make sense to me, beacon would work best when not at 400 degrees, there would be overheating at this temp, hence the need to keep them cooled, the coolant could be at that temperature or around, it wouldn't be high enough to be used for energy generation. It may turn the whole design a bit &qu...
by Elocutiona
Tue May 07, 2024 1:15 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 163
Views: 17805

Re: Friday Facts #409 - Diminishing beacons

The equations would need to be well adjusted, if the beacon require heat from heat pipe to transmit module effects, it makes it consume energy, but if it need to be kept cool, it means it produces heat in the pipes, and as such ,it could be used to create energy or recover some of electricity cost ...
by Elocutiona
Sun May 05, 2024 2:32 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 163
Views: 17805

Re: Friday Facts #409 - Diminishing beacons

Going further with this idea, this something could for instance be cooling, maybe even with a heat pipe connection (since heat pipes are so underutilized now). Also, the idea of having to create coolant loops sounds rad, anything involving belt loops or things feeding into themselves is right up my...
by Elocutiona
Sat May 04, 2024 2:40 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 163
Views: 17805

Re: Friday Facts #409 - Diminishing beacons

Going further with this idea, this something could for instance be cooling, maybe even with a heat pipe connection (since heat pipes are so underutilized now). You need to remove heat from the beacon via heat pipes and the benefit of doing so could improve beacon performance. You could either have ...
by Elocutiona
Fri Nov 03, 2023 12:24 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 30499

Re: Friday Facts #383 - Super force building

I love the trend of looking at QoL mods and going "oh yeah, that part really is an annoyance that doesn't serve an intentional gameplay purpose, let's do something about that"
Auto Research, Wire shortcuts, Remote configuration, bot module inserter, now waterfill too!
by Elocutiona
Fri Oct 13, 2023 11:28 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 31172

Re: Friday Facts #380 - Remote view

The visual feedback for a robot being on the way is completely unnecessary, and yet, it's gonna make blueprinting a whole lot more satisfying, like how waiting at a stop light is much less of a drag with a countdown. Nice!
by Elocutiona
Fri Sep 08, 2023 1:21 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132717

Re: Friday Facts #375 - Quality

This is part of the DLC only or it will be integrated in the whole game? I hope you could turn this stupid RNG off. If this is activated by DLC I really starting to considered to not buy it righ now Because it is so HUGE game changing thing that you would have to change absolutely whole facotry fro...
by Elocutiona
Fri Sep 08, 2023 1:03 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132717

Re: Friday Facts #375 - Quality

The idea of adding something like quality sounds like a good one. But, I have concerns about the whole random chance. Then again, have yet to play with the mechanic, but pure RNG isn't fun. -Pure RNG is annoying. It's basically a wait mechanic that you can't math around. Will you get the right one?...
by Elocutiona
Fri Sep 08, 2023 12:15 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132717

Re: Friday Facts #375 - Quality

Mechanically, I like it a lot. My favourite recipe in the entire game is the Kovarex enrichment process, enabling lots of creative approaches to make it feed back into itself. This has a similar vibe to me, except now it can be applied to the whole game. The complaints about added complexity and mes...
by Elocutiona
Fri Sep 08, 2023 11:50 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132717

Re: Friday Facts #375 - Quality

Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
by Elocutiona
Fri Nov 06, 2020 4:27 pm
Forum: Not a bug
Topic: [1.0.0] Furnace array apparently deleting items
Replies: 4
Views: 1090

Re: [1.0.0] Furnace array apparently deleting items

Thank you, it was a balancing issue
by Elocutiona
Fri Nov 06, 2020 4:10 pm
Forum: Not a bug
Topic: [1.0.0] Furnace array apparently deleting items
Replies: 4
Views: 1090

Re: [1.0.0] Furnace array apparently deleting items

But I AM feeding in 4 full belts. The belts are moving at full speed, and I can't see a single gap in item input. Am I wrong about that? How can it be that I'm not feeding in 4 full belts?
by Elocutiona
Fri Nov 06, 2020 3:50 pm
Forum: Not a bug
Topic: [1.0.0] Furnace array apparently deleting items
Replies: 4
Views: 1090

[1.0.0] Furnace array apparently deleting items

In a world, I have an array of electric furnaces capable of smelting 4 full belts of iron ore into iron plates. But somehow, despite being fed 4 full belts of iron ore, the output belts are almost but not quite full. I figure that since the smelting recipe is 1 ore to 1 plate, I should be getting ex...

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