Search found 65 matches
- Tue Mar 12, 2024 5:57 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31471
Re: Friday Facts #401 - New terrain, new planet
It's all wrong! There's a reason why both cliffs and water follow height lines, and no reason why forests should leave convenient thoroughfares for the character's car. That said, this garden will make a much better playground than untamed wilderness. Even if it poses the question of where the garde...
- Sun Dec 19, 2021 5:36 pm
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 4024
Re: I need to make cogs... (How should I?)
So I built a (too small) factory of only 4 assemblers for gears but with a generous buffer with 8 chests. That gear factory will run continuously, regardless of the mall producing anything or not, and if you actually need the gears for a batch of whatever, the buffer chest will provide full belts. ...
- Sat Dec 18, 2021 9:41 pm
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 4024
Re: I need to make cogs... (How should I?)
"Locally" tends to be easier, at least at first. I tend to think of red&green science as one unit; it's easy to make both from iron & copper plates. The only other science recipie that needs cogs is engines; these also require pipes and again, it's quite easy to only belt in iron, ...
- Wed Sep 29, 2021 6:12 pm
- Forum: Gameplay Help
- Topic: Nuclear plant brownouts after working fine for weeks
- Replies: 20
- Views: 6375
Re: Nuclear plant brownouts after working fine for weeks
Have you checked the 10-hour plot of your power needs? Perhaps demand has simply outgrown production. It happens. If your plant appears to work fine but produces less power than it should, it is likely that the pipes cannot provide enough throughput. This plant worked great for more than a week. Whi...
- Sat Sep 25, 2021 3:51 pm
- Forum: Gameplay Help
- Topic: My desperate attempts to clear land
- Replies: 9
- Views: 3736
Re: My desperate attempts to clear land
If I fire at biters with an artillery wagon and then move on after a few rounds will the biters know my new location and chase me over there or will they divert to some nearby human constructions or something else? Do biters ever just turn around and go home after awhile? They never go home. If bit...
- Sun Sep 12, 2021 6:33 am
- Forum: Gameplay Help
- Topic: how to debug factory designs?
- Replies: 10
- Views: 5396
Re: how to debug factory designs?
Excellent, thanks!
- Sat Sep 11, 2021 7:04 pm
- Forum: Gameplay Help
- Topic: how to debug factory designs?
- Replies: 10
- Views: 5396
Re: how to debug factory designs?
Seems to fit here better than starting a new thread: my actual gameplay has long since outpaced the sandbox. How can I set arbitrary levels of mining productivity? It seems that the technology "mining-productivity-100" does not exist. What I can do, however, is /c game.player.force.technol...
- Tue Sep 07, 2021 4:17 pm
- Forum: Gameplay Help
- Topic: Nuclear power causes 38 GW power draw on system
- Replies: 8
- Views: 2941
- Mon Sep 06, 2021 7:11 am
- Forum: Gameplay Help
- Topic: Nuclear power causes 38 GW power draw on system
- Replies: 8
- Views: 2941
Re: Nuclear power causes 38 GW power draw on system
Every consumer has a small internal buffer for electricity. Not much, just enough to run for a fraction of a second at full power. Your demand as displayed in the power tab is how much is missing from all consumer's buffers at the end of a tick. In ordinary times, that is the amount of power you hav...
- Sun Aug 08, 2021 9:20 pm
- Forum: Ideas and Suggestions
- Topic: Point-and-click shooting
- Replies: 2
- Views: 2709
Re: Point-and-click shooting
Good idea, I tried -- but even when using the spacebar, I find myself holding still for a moment that already turns out to be too long. I just had a few near-death experiences where the shields went down and the spidertron took considerable damage.
- Sat Aug 07, 2021 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Point-and-click shooting
- Replies: 2
- Views: 2709
Point-and-click shooting
I would like to somehow arm or equip the current weapon in such a way that it's hooked up to the mouse pointer, and can be aimed and fired by point-and-click. My problem: Somehow muscle memory is bad enough that I cannot alternate between C and WASD without accidents. Using different hotkeys doesn't...
- Fri Jul 30, 2021 3:47 pm
- Forum: Gameplay Help
- Topic: Why do I have (need?) so many idle bots?
- Replies: 5
- Views: 2879
- Fri Jul 30, 2021 1:33 pm
- Forum: Gameplay Help
- Topic: Why do I have (need?) so many idle bots?
- Replies: 5
- Views: 2879
Why do I have (need?) so many idle bots?
I've come to the point where I run subassemblies on bots. Of course, one question I ask myself is "how many bots do I need to run this part of the factory?" Disclaimer: I do not have one single logistic network spanning the entire map: they're pretty local affairs, while sub-factories are ...
- Sat Jul 03, 2021 4:05 pm
- Forum: Gameplay Help
- Topic: railroad best practices: about long latencies and waiting areas.
- Replies: 14
- Views: 5168
Re: railroad best practices: about long latencies and waiting areas.
Ah, that was what you were getting at. Well, if I cannot provide enough raw material, that is of course a problem. I don't see how a blinking train is making it any worse than it already is, however. If anything, it's a warning sign I may notice before everything grinds to a standstill.
- Sat Jul 03, 2021 3:11 pm
- Forum: Gameplay Help
- Topic: railroad best practices: about long latencies and waiting areas.
- Replies: 14
- Views: 5168
Re: railroad best practices: about long latencies and waiting areas.
I don't quite understand... you are setting up a new mine, so every train for that mine needs a schedule that sends it there, and if you miss one it doesn't work... Not sure if we're talking about the same thing. Old schedule: Mine -> Unloader New schedule: Mine -> General Waiting Area -> Unloader ...
- Sat Jul 03, 2021 1:45 pm
- Forum: Gameplay Help
- Topic: railroad best practices: about long latencies and waiting areas.
- Replies: 14
- Views: 5168
Re: railroad best practices: about long latencies and waiting areas.
a very quick search for the words “optimal” and “train” came back with 19 pages I tried aunt google and ended up with a reddit post where someone had set up an obstacle course, basically a round trip with five stops, and measured how long it took different trains to complete the course: https://www...
- Sat Jul 03, 2021 10:06 am
- Forum: Gameplay Help
- Topic: how to debug factory designs?
- Replies: 10
- Views: 5396
Re: how to debug factory designs?
OK, now I had reason to try and... entering sandbox and editor mode seems easy enough, but somehow I cannot string red&green wire in the editor? I tried to get my player character back so I could do it "manually" but couldn't figure out how. Editor Extensions is probably not strictly n...
- Fri Jul 02, 2021 10:27 pm
- Forum: Gameplay Help
- Topic: railroad best practices: about long latencies and waiting areas.
- Replies: 14
- Views: 5168
Re: railroad best practices: about long latencies and waiting areas.
It depends. Sometimes I build smelters there at the production outposts, other times I build centralized smelting and then train the plate to other outposts. ...that alone would essentially be a re-loading station. I don't think I'm desperate enough to consider that option yet, as that involves a l...
- Fri Jul 02, 2021 5:37 pm
- Forum: Gameplay Help
- Topic: Personel train transport?
- Replies: 21
- Views: 7144
Re: Personel train transport?
I just tend to set up a train that carries a lot of building supplies, and only has one station (the loading station). I just set up a temporary stop for it where I want it to pick me up, and another for where I want it to take me. Same here, with the only addition that the train has two stops, the...
- Fri Jul 02, 2021 5:14 pm
- Forum: Gameplay Help
- Topic: railroad best practices: about long latencies and waiting areas.
- Replies: 14
- Views: 5168
railroad best practices: about long latencies and waiting areas.
The last time around, I built my stations with waiting areas: Typically three slots for every ore unloading station. This still worked until my inner tier of mines was depleted and the trains had to travel longer distances (average perhaps 3000m by the game's reckoning, which doesn't strike me as al...