kovarex

kovarex



06 Oct

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by RoofComprehensive715

I think the remote interactions are going to compliment the space elements pretty well as you can't be expected to be everywhere at once

Yes, it is a prerequisite to a lot of the content.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by juckele

Does this mean we're getting a replacement for splitters filtering for deconstruction planners?

You can still make items from blueprints as before. Especially because their physical existance in the world might be useful.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by Virtual_Function_958

How does this work with Spidertron remotes? They have configurable state and need more than one.

Spidertron remotes will be covered in some future FFF. The clumsiness of the current 1.1 solution is crazy.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by tincanstan

Will abstract items still take up inventory space?

It would be awesome if there were more inventory management options in general.

(Inventory tabs, item quality filters, etc)

They can't be inserted into inventory, similarly how you can't insert copy-paste tool and such.
The way I personally use it, I just press alt+R (the default shortcut for the red wire), do what I want, and the q to forget about it. No inventory management is related.


30 Sep

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by SBlackOne

Will they require concrete? Would make sense of the way they look.

Yes


29 Sep

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by BiblicalFlood

When you try to manually mine the support, it will automatically select (and mine), the rails that depends on the particular support first.

You guys think of everything. How will this work when the player's inventory can't hold all the rails? Like belts, where it dumps the items on the ground, or like chests, where you mine what you can hold and the rest, including the structure, stays?

Its not like we think of everything. We just played the game, and realized it is quite annoying otherwise.

When you don't have space in the inventory, it just fails to mine the same way as if you wanted to mine the related rail directly.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by trplclick

Are elevated rails a special item or are they just regular rails?

regular rails.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by yoriaiko

What happens if bitters destroy rail support?

What if the train will be on top of supported part?

Can we make solid wall of super heavy supports to protect base? (ah that reminds me of pipe walls from before concrete)

When rail support is destroyed, all the rails which wouldn't have enough of support are destroyed as well.
When you try to manually mine the support, it will automatically select (and mine), the rails that depends on the particular support first.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by Krashper116

do you need to craft ramps and supports? or will the rail planner make them the same way curves are created?

You have to craft them - they are 2 special items


17 Sep

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by Mehovod

Can we now scroll logs up? In mods like SE and, especially, in multiplayer we have lots of messages in chat. It always was a problem for me to not be able to check all of them if I was AFK for a while.

Not currently, we could consider it.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by robotic_rodent_007

Will the research triggers and research queue be in the base game, or the expansion?

Can mods use recipe specific production research without the expansion? It seems pretty divorced from the overall expansion systems that have been revealed.

Yes, this is core game feature available for everyone. (including the changes in the base game)

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Originally posted by Illiander

So what happens when there's a trigger tech that depends on an unresearched tech?

Currently, it is just "force" researched instantly, but it could be tweaked.


15 Sep

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by Thenumberpi314

Does this also mean that for example activating the quality mod changes around some balance to account for it? Or is it purely turning on/off various mechanics?

I think this would also be important to mention somewhere more available than scrolling three quarters down this post, like in the FFF itself. I saw a number of complaints where people said "if i dont want to use quality ill still be annoyed by it being in the research menu", which would be solved if you can simply not turn on quality for the playthrough.

No balancing isn§t planned. It would feel like unnecessary complication. Imagine having a value somehwere on a wiki, saying, oh the cost is 10 but with quality mod enabled, it is 15 etc. Or even activating quality and loading existing save finding out that balance is suddenly different :)

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by Nazeir

Awesome, does this mean an overhaul to the mod management page? Or is that a discussion for another Friday lol

No overhaul is needed. Base was almost "just another mod" which you can turn on or off since the beginning. The exapnsion is technically just few other mods on top of that.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by Narase33

Can you make it possible to re-sort the research queue? I often find myself filling up the queue just to notice that I need a specific research ASAP. Then I have to delete the queue and set it up again...

That sounds like a good idea actually!

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by PervertTentacle

Also I like that we have one infinite research that doesn't even need space science

Doesn't it need space science period or is there a point that it will require space science?

Is it same with productivity for RCU? Is it 5 Nauvis packs indefinitely?

If so really great choice here, makes you balance different packs and gives your Nauvis base something to do while you're on the other planet building new stuff

Exactly, doesn't need space science ever.
All of the productivity researches are like that.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by sawbladex

... okay, this just confirms to me that base quality should have been zero, because going to zero pips to 2 pips is sending me.

There is a very good reason why we need an icon for the normal quality.
We don't show the icon on items in inventory and such if it is normal obviously, but since you can filter quality only (without the item part of the filter), you need a way to display (for example), that you want only normal quality on a splitter to go right. But how do you show an icon of normal quality if there isn't one?

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by robot_wth_human_hair

I really dont think so. There are items where it will make sense more than others. Assemblers, sure. Inserters? No way. Power poles?.....maybe. this is a self limiting system. Nobody says you need an entirely legendary base from belts to assemblers.

Actually, inserters or even power poles make sense.You need to realize that quality is a multiplicator of price, so if something is cheap to begin with, making more quality version of it is way more affordable (lab is a great example), while making legendary spidertrons and such, that is where the craziness starts ...

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by neon_hexagon

Regarding quality

I used the "it's optional" argument, but I didn't mean it as an excuse for "It's shitty but it's ok, because you don't have to use it".

Lol, because that's exactly how I'm using it. The justifications given still don't entice me to use quality. I still don't like it and don't understand why it needs to exist. There already is quality: assembler 1, assembler 2, etc. The randomness is annoying and not fun.

By the way. We were thinking ahead, and the expansion is actually divided in a few mods and quality is already separated into a mod.

This means, that you can play with quality but without the planets, or the other way around. So you don't even need to mod it out of the game, u just uncheck this feature.

The actual motivation mainly was for mods replacing our space content with their own overhaul to still be able to just activate the default quality (or other stuff) without the need to do it manually.

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    /u/kovarex on Reddit - Thread - Direct

Originally posted by Mytho0110

Great FFF, few thoughts on the new trigger method. New players will benefit greatly from this, and on that premise alone it should be included. Without new players the longevity of this game diminishes. However,, veteran players will be bothered by it as they now have an artificial road block that they must push through. If I use myself for example, I build with a backwards design. I start with what I want the end to look like and I work my way back to the start. So when I build oil, I first design my oil refinery and then go plug in oil to it. Same with electronics, Ill often have gears and electronics already set up and awaiting input for my starter base. Now I would have to wait to craft 50 iron before being able to see green circuits.

My suggestion to allow for new player experience, and accommodate veteran players, would be to tie the trigger unlocks to the UI function of highlight new recipes. This would allow a new player to have this on by default, but a veteran pl...

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I understand the concern. But I think it is just another limitation we have to play around. Limitations create strategy.
But mainly, it didn't really feel like a bad thing even for us when tested the game as a whole, it actually felt more organic to do it differently.