Search found 148 matches

by Tev
Sat May 13, 2017 4:26 pm
Forum: General discussion
Topic: Are efficiency modules even worth it?
Replies: 28
Views: 18436

Re: Are efficiency modules even worth it?

Eff1 +- match solar panels in terms of electricity AND reduce pollution. So use them everywhere where you don't use prod/spd.

Eff2/3 are not worth it imo.
by Tev
Thu May 11, 2017 1:08 pm
Forum: General discussion
Topic: so who's done a Death World?
Replies: 19
Views: 14654

Re: so who's done a Death World?

Great idea with the wall maze + flamethrower turret, will definitely use that when I'll build walled perimeter :) I'm ~60 hours into my deathworld save, mass coal, some solar, figuring out nuclear right now. For start I remember rushing AP bullets, there were no attacks before I had them everywhere ...
by Tev
Thu May 11, 2017 11:34 am
Forum: Balancing
Topic: Speed modules cost and tier1-2-3 balancing
Replies: 28
Views: 15425

Re: [0.15.9] [Harkonnen] module crafting

iceman_1212 wrote:Tier 2 modules came in extremely handy in my playthrough on the new marathon setting.
+1

Also compensating of spd1 consumption feels weird, I (and many others) spam eff1 modules all over the place, so I have always smaller spd1 production until rockets (which get their own spd1 assembly line).
by Tev
Wed May 10, 2017 3:23 pm
Forum: Balancing
Topic: filter inserter not used for any late-game item
Replies: 2
Views: 1403

Re: filter inserter not used for any late-game item

While I like the idea of having a filter inserter in the recipe instead of the stack inserter, if you increase the # of items in the recipe from 3 to 4 you won't be able to craft filter stack inserters (red+green tech) until you get lvl 3 assemblers (red+green+blue tech.) No problem (handcrafting i...
by Tev
Wed May 10, 2017 3:21 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26274

Re: Logistics net: Less research needed

I still don't really understand why it was increased at all from 0.14, but if the devs are following this thread and change it to purple only, I'd be happy to play through from the start again and give feedback. Seems to me like it was way too early, as a noob I never really bothered with bigger be...
by Tev
Wed May 10, 2017 3:14 pm
Forum: Balancing
Topic: 0.15 Expensive Recipie Balance
Replies: 14
Views: 6815

Re: 0.15 Expensive Recipie Balance

Yes mining productivity also mitigates some of the problem but to really 'solve' it takes getting into the infinite research, which is not good balance. Very mathematical argument. Separating bases doesn't do anything to address the problem, absolutely nothing at all, since the problem is scaling b...
by Tev
Wed May 10, 2017 2:47 pm
Forum: Balancing
Topic: Barrels hold too much liquid.
Replies: 37
Views: 12858

Re: Barrels hold too much liquid.

Round trip 1st leg: Oil Field -> Oil Refinery 2nd leg: Refinery -> Oil field Load cargo wagon with 40 stacks of full barrels at oil field - drive to refinery unload all 40 stacks with filter inserters on one side of track and simultaneously load empty barrels from the other side of the track. Cargo...
by Tev
Wed May 10, 2017 7:48 am
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 44961

Re: Version 0.15.9

Remember the ones on belts can do more than that though, they can detect units present, or units passed, or impede/allow flow. Pipes could do all of that fairly easily, and it's not hard to see how that might be useful. IE: not just getting pressure, but also a measure of units passed through, and ...
by Tev
Tue May 09, 2017 6:30 pm
Forum: Balancing
Topic: Barrels hold too much liquid.
Replies: 37
Views: 12858

Re: Barrels hold too much liquid.

So we have infrastructure that can ONLY transport fluids, yet fails to be better than the more general alternative, which can at the same time also transport other items and is generally less anyoing. Seriously stop with these nonsensical arguments. Barrels are easier to handle, sure, AFTER you set...
by Tev
Tue May 09, 2017 5:59 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 44961

Re: Version 0.15.9

For #1: I understand that the tank flame thrower was a quick addition that is intended to become something else (acid sprayer was mentioned) later. It is not supposed to be a proper flame thrower, but a short range area weapon to keep biters off you while retreating or whatever. As for #2: If you n...
by Tev
Tue May 09, 2017 1:16 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Productivity Module Math
Replies: 24
Views: 214839

Re: Productivity Module Math

God this is so hard to find. Anyway - thanks for updating this!
It might be worth making a marathon / expensive recipes column.
+million
by Tev
Tue May 09, 2017 1:03 pm
Forum: Balancing
Topic: Lab Efficiency Research
Replies: 24
Views: 14570

Re: Lab Efficiency Research

I don't think anyone was really thinking of productivity in labs before the really expensive Productivity and High Tech science packs came out. After all, in 0.14 you could just go kill a few more spawners for the alien science packs. Please tell me it's a joke. It's a joke right? Why would you eve...
by Tev
Tue May 09, 2017 12:46 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26274

Re: Logistics net: Less research needed

+1 to what Kelderek says. I almost never needed main bus due to logistic bots . . . On the other hand, yellow science is fairly late, especially for Marathon / Deathworld. I'd definitely not move logistics back to blue, purple science seems ok tier to me for it. Btw I love the comparatively early ac...
by Tev
Tue May 09, 2017 12:34 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 199395

Re: Solar panels less of a no-brainer

God, people are now crying about uselessness of solar power now? :D It seems funny how such numbers and thinking driven game is talked about with so little reason. Solar panels were always ok, it were (and still are) accumulators that are ridiculously small&cheap compared to their usefulness. Bu...
by Tev
Tue May 09, 2017 12:24 pm
Forum: Balancing
Topic: Lab Efficiency Research
Replies: 24
Views: 14570

Re: Lab Efficiency Research

Oops I missed the year of the post. My bad :D But in 0.15 it just doesn't seem so bad, and first 2-3 tiers were ok even before.
by Tev
Tue May 09, 2017 12:19 pm
Forum: Balancing
Topic: 0.15 Expensive Recipie Balance
Replies: 14
Views: 6815

Re: 0.15 Expensive Recipie Balance

So I like the idea but I think that much smaller increases would be a better balance, at the moment it's almost impossible to actually build any sort of efficient factory, the scale for even the most basic things is just so high. The size isn't the issue so much, it's the fact that the logistics be...
by Tev
Tue May 09, 2017 12:05 pm
Forum: Balancing
Topic: Lab Efficiency Research
Replies: 24
Views: 14570

Re: Lab Efficiency Research

It kind of degrades this entire section that thread like this can have 11 replies without even mentioning the correct math or what it is even based on. Like, you know, modules. Productivity modules 3 for 10 additional labs are not spare change (especially considering cost of the effectivity research...
by Tev
Tue May 09, 2017 11:26 am
Forum: Balancing
Topic: 0.15 Iron vs Copper balance
Replies: 21
Views: 8890

Re: 0.15 Iron vs Copper balance

High tier modules make it almost even. Preferential placement of modules can make any ratio you personally want. Coal remains useful in limited amounts once you've switched energy production. You need it for plastic and grenades (military research), but it remains plentiful in my experience. I usual...
by Tev
Tue May 09, 2017 11:15 am
Forum: Balancing
Topic: Barrels hold too much liquid.
Replies: 37
Views: 12858

Re: Barrels hold too much liquid.

I think it is completely fine right now. Barrels still offer more throughput in situations demanding it. Also enable low throughput on-demand bot-carrying. But they require nontrivial empty-barrel managment strategies. (especially for the high throughput case) Fluid wagons offer more convenient setu...
by Tev
Sat May 06, 2017 10:33 am
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 44961

Re: Version 0.15.9

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