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5
other games like this?
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Morpheus
20
1
can't extract items from cargo bays
knighttemplar1960 님이 먼저 게시:
Except for planet specific resources, you can produce every common resource
Can't make coal on fulgora which is needed for a whole host of things
Stone is intentionally limited on gleba and is only really intended to be acquired as an 'emergency resource', sure you could eventually get a whole load of legendary miners out there in the ultra ultra lategame, but normally you WILL have to import stone for the first 200 hours of a save unless you are playing with many friends to speed things up.
knighttemplar1960 님이 먼저 게시:
except Aquilo
Exactly, and Aquilo makes all of the mid to late game goods.
knighttemplar1960 님이 먼저 게시:
Except for science packs on Nauvis, the demand for which is intermittent.
Which are the main method of progression in the game, infinite researches being added is entirely pointless if it's impossible to get more than 30 belts in and out of a planet. If you also add your various sciences to the belt- even if they are legendary- you're already taking up a belt for each because you can't doublestack sciences if you're limited by the amount of inserters out. We're already left with 25 belts of throughput from other planets if you only want ONE belt of throughput in your end game base, assuming you aren't making any of the vanilla sciences on other planets either.
knighttemplar1960 님이 먼저 게시:
You can cut down on bot use by making bots responsible for moving the intermittent demand planet specific items and use inserters to move the science packs. The bots don't have to move items all the way across your base. Use them to make very short and quick trips from the cargo hub to requester/buffer chests that are very close by and then use inserters to move the items from those chests to belts.
Really excellent point and the current system I'm using on some planets is one where I offload everything via bot to a massive massive buffer chest depot just off to the side of the cargo landing pad. Still drops my framerate immensely when I'm using alot of bots, though, legendary bots help tremendously. The main thing I should be fighting though should NOT be the games framerate.
knighttemplar1960 님이 먼저 게시:
Research robot speed improvements so the robots spend less time moving items and more time inside roboports. Research and make quality robots and roboports so they hold a charge longer and charge faster and so spend more time in the roboport.
Already did that, helps tremendously but I'm still bottlenecked by bots no matter how many rare roboports I place, and no matter how many rare bots I use. More legendaries will help but I'm (largely) bottlenecked on GETTING more legendary bots by the interplanetary logistics, same with bot speed research.
knighttemplar1960 님이 먼저 게시:
Except for things that spoil you can build a up a surplus/design appropriate storage and move things by train
I'm sure you can, but I'm only talking about stuff that has to come from another planet. If I HAVE an obscene amount of processing unit production on fulgora, or an absurd amount of steel processing on vulcanus, why shouldn't I be able to bring it to nauvis? This doesn't seem like it's an intentional design limitation, to me.
knighttemplar1960 님이 먼저 게시:
Make quality consumables like science packs and ammunition so you have to move and use less of them to do the same job.
This is what I'm working on right now, good point, but I don't think it'll solve many of my issues. GETTING to the point that I can create quality packs on fulgora also took quite a long time of basically just waiting for foundations from aquillo while I was working on nauvis' train network to pass the time, just for fun. I didn't NEED to do that, but completely revamping how aquillo drops off and accepts materials would have taken 10x longer than just waiting.
knighttemplar1960 님이 먼저 게시:
Consider nuclear for power on Nauvis.
I have nuclear power on every planet except aquillo at the moment and I plan to move to fusion soon on all of them. Good advice for squeezing out framerate though if I wasn't already doing that.
knighttemplar1960 님이 먼저 게시:
Redesign your builds to reduce the number of splitters used. Splitters are one of the most expensive items in terms of computer resources used.
Read that somewhere a long time ago and I use a whole assload of splitters on fulgora. Nothing to be done for it with the way I've designed it except a completely redesign I have some plans for, but the impact they have on framerate is miniscule compared to the tens of thousands of bots at the moment that pull resources out of the cargo landing pads on other planets, and the hypothetical swarms of infinitely more bots that would be pulling resources out of cargo landing pads on other planets if I were to continue expanding with the same fundamental design philosophy.
knighttemplar1960 님이 먼저 게시:
I spent a couple of years refining builds to be as UPS friendly as possible.
Exactly my point, thank you. I should NOT have to spend YEARS redesigning and refining my builds to be UPS friendly if the throughput issue is a technical limitation from cargo landing pads. I need to be able to place more than one, and that would get me through to many many many more levels of infinite researches. Making that the bottleneck is ridiculous.
knighttemplar1960 님이 먼저 게시:
Try a few redesigns to find your sweet spot between computer resources used and Factorio resources produced.
Thank you for all the advice some of it was very helpful and helped me organize my thoughts and confirm a few of my theories about how I'm bottlenecked, why, and where my base should head, but it also helped me reinforce my thinking that the devs ought to make some sort of gameplay change to how cargo landing pads work.
1
Beat first Boss, Now I am only allowed one piece?
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ShyMothra
2
How to slow down how fast player level up?
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xxx78
61
3
DBD needs more sound options or a way to find last downed survivor
Haz 님이 먼저 게시:
Let Go & Let God † 님이 먼저 게시:

Oh, I know, Haz... I'm so sorry, I'm so selfish, suggesting that you either hook the survivor if you don't want to have to look for them after you leave them on the ground to bleed out, or run deerstalker if you slug them so that you can find them easily is so very selfish of me to suggest...

I'm so very sorry... I forgot that the game is all about... YOU!
Your suggestion as I have and will continue to say, is designed specifically to give the best possible outcome to the survivor and to disadvantage the killer. You want to force the killer into a hatch race regardless if they know where the last survivor is or not. The vast majority of times this happens to me the 4th survivor is right next to me. In this situation you are literally arguing that I should disadvantage myself knowing where my last objective is so the survivors can have the best possible outcome.

You think the game is all about you, and you can't see that because you refuse to have any perspective on the game that doesn't give you the best possible outcome even when the situation is unwinnable.

Oh, I know, Haz... I'm so sorry, I'm so selfish, trying to help you with your problem/complaint by suggesting that you either hook the survivor if you don't want to have to look for them after you've slugged them leaving them on the ground to bleed out, or run deerstalker if you slug them so that you can find them easily is so very selfish of me to suggest...
1
Am I the only one who thinks this game is incredibly racist?
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occiquie
Thanks a lot for writing this out in detail. I can see why you felt uncomfortable. I don’t want to dismiss that. Infact, I think it is how you should feel. That's not the cop out, that's the intention. Let me explain.

The intent with mechanics like “finding a slave” isn’t to glorify colonial atrocities—it’s to reflect how messy, brutal, and often dehumanizing the era of empire-building really was. In many strategy games, people are treated as just numbers or resources. I wanted to do something different; To make the player associate with the individuals. That is why I have individualized the population, with their own portrait, culture, history and even choices of color.

I hope this will support my point even further; in Civilization series, when a scout finds a "barbarian village" sometimes the whole village "joins" you and becomes a settler. But realistically, no village ever fully joined a foreign invader like that, unless they were forced or enslaved. I wanted to be more honest about how a ruler’s actions affect the people under them, even if from the ruler’s perspective it just looks like gaining a resource, they were actually enslaving (nothing glorious).

eobet 님이 먼저 게시:
I would at least add red splashes of blood when you walk over native villages and perhaps green floating skulls spreading across the land representing the diseases colonizers brought and the further the game progresses half of the villages you come across just contain already dead people.

This game is not finished, and your suggestions are golden. I've been considering implementing an effect of people running away from the invaders when the village is entered by a scout/military. I'll see how I can give the disease effects too.

I am sorry if you would still feel the same way, but none the less, thank you for giving it a chance.
7
После обновления стим пропала cs go из библиотеки
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Anyyz
13
1
8v8 was great and I hope we see more of it
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FatherSarge
76
5
The updated version of Hollywood Animal will be available on August 19
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eleanorjay
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