Search found 124 matches

by XyLe
Tue Mar 17, 2015 5:24 pm
Forum: Show your Creations
Topic: Challenge: Inhospitable Landing
Replies: 9
Views: 13157

Re: Challenge: Inhospitable Landing

hehe, let me join your game in mp and we're gonna reck those biters faces ezpz :)
by XyLe
Mon Mar 16, 2015 8:50 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322680

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

psorek wrote:rounding errors... Just leave it at 4.99 per minute :)
oh, thank you! )) i didn't realize you can do that. Although it's technically "4,99" then, not "4.99".
by XyLe
Mon Mar 16, 2015 8:06 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322680

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

I also have another question, please help me out here: Say, i wanna make processing units with a 3rd lvl machine. The game says "crafting time = 15 sec" So i'm assuming that pocket-crafting gives 4 units / minute (60/15=4) Lvl 3 machine has crafting speed of 1.25, so it's supposed to craft...
by XyLe
Mon Mar 16, 2015 4:28 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322680

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

I'm sorry about the problems with oil production - as you've discovered, it's currently very naive when it comes to splitting amounts between recipes that both produce the same item. Also, when the tab is blue it means that excess items are being produced and not used. Yeah, sorry about that too. I...
by XyLe
Sun Mar 15, 2015 4:37 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322680

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

Further experimentation shows that you can add 3 output nodes and manually adjust the amount of gas they would receive: http://i.gyazo.com/d977c3d407de0f22d40ada912e469eab.png That gives 1061 gas / minute. Although i'm not sure why all the outputs on the refinery are blue. Normally one of them is su...
by XyLe
Sun Mar 15, 2015 4:04 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322680

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

So with that thing out of the way , let's take a look at a different situation then. Say i wanna make 1000 gas / minute. Judging by this graph i'd need 1818 oil / minute, without cracking heavy and light oil that is: http://i.gyazo.com/92e46cc66fd4800d398764c456b71cc3.png What if i wanna consider th...
by XyLe
Sun Mar 15, 2015 3:39 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322680

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

Hmm..i test it. By test i mean not relying on Production info chart, but also counting manually. A furnace can produce about 34 plates/min. So in your case 59 furnace for 2000 plate/min is pretty much accurate. Can this situation relate to electric-furnace crafting speed being 2 ? so the initial re...
by XyLe
Sun Mar 15, 2015 2:33 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322680

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

Hello! I'm kind of new to this topic, i'm sorry i can't read all the messages, so forgive me if i'm gonna post something already mentioned earlier. First of all, thanks a lot for a great tool ! it makes things a lot easier when you're trying to figure out bigger builds. I see quite a few flaws with ...
by XyLe
Sat Mar 14, 2015 6:57 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21641

Re: [MOD 0.11.x] Increments

It can be annoying for lower level items, you just have to setup machines for all items. Altering all items in the mod that I want only machines to make is alot of work vs the one line to disable it. It is obviously much much harder to make exceptions for a few items than to disable hand-crafting c...
by XyLe
Sat Mar 14, 2015 1:45 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21641

Re: [MOD 0.11.x] Increments

I'd also like to share my thoughts with you regarding 2 general changes this mod does to the original game: (I must admit that i kinda have mixed feelings regarding the two) 1. Absence of day/night cycle is probably not justified imho. Of course i understand that you can see things you make a lot be...
by XyLe
Sat Mar 14, 2015 12:03 am
Forum: Mods
Topic: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)
Replies: 24
Views: 28174

Re: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)

Hey ) i still care for your mod, it's pretty cool ! Actually i can't really imagine playing a game on standard settings anymore, there's just no challenge at all xD So please keep your mod up to date Regarding balance i can't really say that much, i also had to take a break from this game, but mostl...
by XyLe
Fri Mar 13, 2015 11:52 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21641

Re: [MOD 0.11.x] Increments

Guys, please, explain something to me.. how do i craft Exoskeleton MK3 ? Maybe i've been playing too much today and i'm completely losing my mind already, hehe )) but i can't figure out how to put 115 gears in there, my stack only holds 100: http://i.gyazo.com/aac017193b25b44cf141a50a53cf0e6a.png Th...
by XyLe
Thu Mar 12, 2015 8:59 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21641

Re: [MOD 0.11.x] Increments

I just started to play with this mod, so far it looks very interesting. I'm definitely impressed with some of the ideas this mod uses. Thanks for such good work! Also i wish you had a little better explanation here on how your mod changes the gameplay, I think anybody would like a little more detail...
by XyLe
Thu Mar 12, 2015 11:06 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330888

Re: [MOD 0.11.13+] Treefarm REDUX

I played with the new version for a while and i must say that I like all the changes very much. This mod is very well balanced now in my opinion. I'm thinking maybe with more research tiers there should be a different ratio in "coal->coke" recipe, i'm thinking 12:10 should fit well. To mak...
by XyLe
Wed Feb 04, 2015 1:53 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158516

Re: [0.11.11+] FARL 0.1.6 (Rail Layer)

i also vote for graphics of the old FARL, it looked much cooler and unique!
by XyLe
Mon Feb 02, 2015 4:03 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158516

Re: [0.11.11+] FARL 0.1.5 (Rail Layer)

1} medium poles can be further apart. it's not a terrible waste but the game allows for 1 more tile in between the poles. 2} small poles too = good idea. also as i've suggested - consider priorities. Big poles , if there's none- medium poles, if there's none - small poles. or do you wanna have 1000...
by XyLe
Sun Feb 01, 2015 3:34 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158516

Re: [0.11.11+] FARL 0.1.5 (Rail Layer)

i dont understand why you'd wanna have red/green wires there. It's pretty clear to me, he has a mining/factory outpost connected by train to his main base and wants that outpost to work/not work depending on item amounts in his main base. Before starting this mod i wanted something similar (main ba...
by XyLe
Sun Feb 01, 2015 12:36 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158516

Re: [0.11.11+] FARL 0.1.5 (Rail Layer)

Suggestion: connect poles with red/green wires option (with on/off in settings). I might add it in, though it starts to feel like there is too much autoplacing going on. On the other hand, connecting wires over hundreds of tiles is as boring as placing tracks. i dont understand why you'd wanna have...
by XyLe
Sun Feb 01, 2015 7:27 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330888

Re: [MOD 0.11.13] Treefarm REDUX

New turrets are pretty cool! like them so far, gonna take more time to test properly though. What i don't really understand is that there's no rocket in the recipe for poison/slowdown rockets. Those are just capsule+glue. o_O shouldn't be called rockets then probably :) New biomass recipe works for ...
by XyLe
Sat Jan 31, 2015 1:59 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330888

Re: [MOD 0.11.13] Treefarm REDUX

New to the treefarm mod - the howto map doesnt work with the redux version and now I'm stumped for information. I've figured out how to extract wood from a farm, but how do I automate planting? I've tried autocrafting the saplings and inserting them into the farm or the farm chest, but neither work...

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