Search found 62 matches

by Laie
Wed Sep 29, 2021 6:12 pm
Forum: Gameplay Help
Topic: Nuclear plant brownouts after working fine for weeks
Replies: 20
Views: 751

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...
by Laie
Sat Sep 25, 2021 3:51 pm
Forum: Gameplay Help
Topic: My desperate attempts to clear land
Replies: 9
Views: 454

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...
by Laie
Sun Sep 12, 2021 6:33 am
Forum: Gameplay Help
Topic: how to debug factory designs?
Replies: 10
Views: 913

Re: how to debug factory designs?

Excellent, thanks!
by Laie
Sat Sep 11, 2021 7:04 pm
Forum: Gameplay Help
Topic: how to debug factory designs?
Replies: 10
Views: 913

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...
by Laie
Tue Sep 07, 2021 4:17 pm
Forum: Gameplay Help
Topic: Nuclear power causes 38 GW power draw on system
Replies: 8
Views: 586

Re: Nuclear power causes 38 GW power draw on system

mrvn wrote:
Tue Sep 07, 2021 1:39 am
roboports are I think the worst entities after a blackout
Quick check, a lone roboport on an isolated grid reports a demand of 5 MW, a laser turret is asking for 9.6 MW.
by Laie
Mon Sep 06, 2021 7:11 am
Forum: Gameplay Help
Topic: Nuclear power causes 38 GW power draw on system
Replies: 8
Views: 586

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...
by Laie
Sun Aug 08, 2021 9:20 pm
Forum: Ideas and Suggestions
Topic: Point-and-click shooting
Replies: 2
Views: 261

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.
by Laie
Sat Aug 07, 2021 3:04 pm
Forum: Ideas and Suggestions
Topic: Point-and-click shooting
Replies: 2
Views: 261

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...
by Laie
Fri Jul 30, 2021 3:47 pm
Forum: Gameplay Help
Topic: Why do I have (need?) so many idle bots?
Replies: 5
Views: 811

Re: Why do I have (need?) so many idle bots?

jodokus31 wrote:
Fri Jul 30, 2021 3:12 pm
You also need a lot of roboports. bots waiting for recharging can be quite significant, if too little
Granted, but a shortage of roboports is relatively easy to diagnose.
by Laie
Fri Jul 30, 2021 1:33 pm
Forum: Gameplay Help
Topic: Why do I have (need?) so many idle bots?
Replies: 5
Views: 811

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 ...
by Laie
Sat Jul 03, 2021 4:05 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 1173

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.
by Laie
Sat Jul 03, 2021 3:11 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 1173

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 ...
by Laie
Sat Jul 03, 2021 1:45 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 1173

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...
by Laie
Sat Jul 03, 2021 10:06 am
Forum: Gameplay Help
Topic: how to debug factory designs?
Replies: 10
Views: 913

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...
by Laie
Fri Jul 02, 2021 10:27 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 1173

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...
by Laie
Fri Jul 02, 2021 5:37 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 1413

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...
by Laie
Fri Jul 02, 2021 5:14 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 1173

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...
by Laie
Fri Jul 02, 2021 4:11 pm
Forum: Gameplay Help
Topic: how to debug factory designs?
Replies: 10
Views: 913

Re: how to debug factory designs?

Thanks for the replies.

sadly, I haven't come around to trying one or the other approach: shortly after posting the question I decided to start over from scratch and am still far from launching the first rocket. It's only a question of time until I have to look at that blueprint again, though.
by Laie
Wed Jun 30, 2021 6:39 pm
Forum: Gameplay Help
Topic: Train balancing between loading and unloading stations
Replies: 9
Views: 666

Re: Train balancing between loading and unloading stations

Tertius wrote:
Wed Jun 30, 2021 5:57 pm
@Laie I assume you hit the nail on the head: general shortage of ore.
Thank you very much, you're welcome :)
Please note that I have essentially rewritten my post in the mean time.
by Laie
Wed Jun 30, 2021 5:28 pm
Forum: Gameplay Help
Topic: Train balancing between loading and unloading stations
Replies: 9
Views: 666

Re: Train balancing between loading and unloading stations

It's for ore mines. My setup is like this: [...] What you describe sounds as if you had a general shortage of ore. There's simply not enough coming in, so the factories farther from the mines are starving. (reads OP again) Yeah, you even say as much yourself. The obvious solution is to build more m...

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