Search found 64 matches
- Wed Jun 25, 2014 11:31 am
- Forum: Show your Creations
- Topic: My Factory
- Replies: 12
- Views: 9737
Re: My Factory
Here's the production/consumption tab per minute http://s27.postimg.org/6q3t5ew5b/Screen_Shot_2014_06_24_at_9_12_35_AM.jpg Ive got to re-saturate some of the copper lines. You are producing some other stuff so one can't see how many t3 modules you're outputting per minute but with 33 t1 speed modul...
- Wed Jun 18, 2014 3:09 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 18944
Re: Adv. circuit - craftingTime rebalancing
I don't think it it a point of difficulty or constraint, though. I think it is a point of credibility - one machine suppling 18(!!) machines just feels "off", nothing more. Creating an automated supply chain does not become more difficult just because you need to place 4 assemblers instea...
- Wed Jun 18, 2014 3:02 pm
- Forum: Balancing
- Topic: Adv. circuit - craftingTime rebalancing
- Replies: 19
- Views: 18944
Re: Adv. circuit - craftingTime rebalancing
I think 8s are appropriate. If you're mass building modules you need indeed lots of adv. circuits assembler - but I find that appropriate. There should be circumstances where a few assemblers aren't enough. As for build times, the most ridiculous are those for accus and solar panels with 0.5 s respe...
- Mon Jun 16, 2014 10:39 am
- Forum: Ideas and Suggestions
- Topic: Pick Up, Placement Range indicator
- Replies: 9
- Views: 4473
- Fri Jun 13, 2014 10:05 pm
- Forum: Balancing
- Topic: solar panel production speed
- Replies: 12
- Views: 20598
Re: solar panel production speed
Doubled? That would mean 1s of build which is still ridiculously fast. 15s seem to be appropriate to me (same as processing units or capsules).Robbedem wrote:Accumulators fall under the same category as solar panels. I think both could easily have their build time doubled.
- Thu Jun 12, 2014 7:03 pm
- Forum: Implemented Suggestions
- Topic: Sounds
- Replies: 0
- Views: 1753
Sounds
I propose to fade out the factory sounds when you zoom out. Zooming out is for me like stepping back and looking at the brighter picture. Muted factory sounds would be appropriate in that case. Sometimes I zoom in very closely to watch the beauty of my machinery and that's the moment when I want to ...
- Thu Jun 12, 2014 3:43 pm
- Forum: Show your Creations
- Topic: My somewhat compact T1-4 design
- Replies: 6
- Views: 7091
Re: My somewhat compact T1-4 design
ive noticed the copper wire overcrowding... That is the reason they all have double fast inserters from the copper wire buildings to the green electronics buildings. :) Best thing with copper wires is to insert them directly into the circuit assembler. With stack size upgrades you can keep the circ...
- Wed Jun 11, 2014 8:42 am
- Forum: Gameplay Help
- Topic: Are nests with 90% worms intended?
- Replies: 8
- Views: 3621
Re: Are nests with 90% worms intended?
Are you sure? Is it the only change? Doesn't it mean how many biters a spawner spawns or how many biters live within one spawner?FishSandwich wrote: the richness determines how many alien artifacts a biter spawner drops on its destruction.
- Wed Jun 11, 2014 8:32 am
- Forum: General discussion
- Topic: Self sustaining Solar Plant
- Replies: 20
- Views: 11902
Re: Self sustaining Solar Plant
The trick with solar is that it takes A LOT of space for the same output. My compact fuel based power plant is dwarfed by the space needed for solars(with or without accumulators) needed to produce the same power. The space and ressource requirement is what balances it in the early and midgame. Bec...
- Tue Jun 10, 2014 4:03 pm
- Forum: General discussion
- Topic: Self sustaining Solar Plant
- Replies: 20
- Views: 11902
Re: Self sustaining Solar Plant
I honestly think solar costs should go way up as their benefit is insane. I personally find them game breaking .... guess I should post this in the balance thread. Well, maybe they are a little bit too cheap, but have you ever tried using them for a big factory? You need TONS of them, as well as sh...
- Sun Jun 08, 2014 10:37 am
- Forum: Show your Creations
- Topic: Science Packs 1 - 3 in a 16x17 Grid
- Replies: 12
- Views: 20333
Re: Science Packs 1 - 3 in a 16x17 Grid
Awesome, really, really awesome. I did not believe you could get it smaller. The train as a kind of super-smart-chest is a really cool thing. I'm curious what other uses there might be.DaveMcW wrote:Down to 14x16 with the new cargo wagon filters.
- Fri Jun 06, 2014 2:57 pm
- Forum: General discussion
- Topic: Version 0.10.0 (anticipation thread)
- Replies: 21
- Views: 9591
Re: Version 0.10.0 (anticipation thread)
Yeah!slpwnd wrote:We are building the release now
- Fri Jun 06, 2014 2:56 pm
- Forum: General discussion
- Topic: Running pipes alongside each other
- Replies: 8
- Views: 6211
- Fri Jun 06, 2014 10:21 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact base
- Replies: 3
- Views: 6584
Re: Compact base
I like the design with targeted production areas but so far you're not producing very much. The oil area is indeed very compact and you're able to produce everyting in it. It's cramped however and you have no tank for light oil which means you won't be able to run the refinery at 100%. It's not expa...
- Thu Jun 05, 2014 3:20 pm
- Forum: Gameplay Help
- Topic: Trying to understand the production numbers
- Replies: 5
- Views: 4140
Re: Trying to understand the production numbers
For miners it's complicated and not clear. First of all mining power is not relevant at the moment (maybe it was in prior versions). Every mineable ressource has a mining hardness (which is comparable to the base production time) and iirc it's 0.9 for all mineable materials (iron/copper/stone/coal)...
- Thu Jun 05, 2014 2:31 pm
- Forum: Implemented Suggestions
- Topic: Allow circuit network conditions from 0 up
- Replies: 13
- Views: 5151
Re: Allow circuit network conditions from 0 up
>1 means a ressource has a non-zero quantity.
<1 means a ressource has a zero quantity.
Negative quantities are not possible so I don't see your point.
<1 means a ressource has a zero quantity.
Negative quantities are not possible so I don't see your point.
- Thu Jun 05, 2014 2:27 pm
- Forum: Gameplay Help
- Topic: Basic resource management
- Replies: 17
- Views: 9204
Re: Basic resource management
I'm wondering now how to best "split things up" so that I can manufacture different types of intermediate product. Obviously I need gears in lots of different things. Should I set up a space that just makes gears and puts those onto a belt and then send that belt to my other parts to make...
- Wed Jun 04, 2014 8:19 pm
- Forum: Show your Creations
- Topic: Hi tech compact factory Battery
- Replies: 11
- Views: 10606
Re: Hi tech compact factory Battery
Why don't you put the sulfur directly into the sulphuric acid plants? There is no need for a belt I think.
- Wed Jun 04, 2014 3:16 pm
- Forum: Gameplay Help
- Topic: Trying to understand the production numbers
- Replies: 5
- Views: 4140
Re: Trying to understand the production numbers
The 5s tab in the production screen is indeed buggy and not displaying correct numbers. I don't know what's the problem but the numbers are always too high. As for the production numbers. For assmblers/furnaces it's quite transparent: Every item has a base production time and every assembler has a b...
- Wed Jun 04, 2014 1:15 pm
- Forum: General discussion
- Topic: Modules in Pumpjacks
- Replies: 16
- Views: 26568
Re: Modules in Pumpjacks
Nice.DaveMcW wrote:Or beacons with speed module in.epiccreature wrote:to maximize 0.1 oil rig, you can try on speed module 3 + beacon with speed module in
but... 972 KW power consumption plus a lofty 5760 KW for the beacons and you still getting "only" 0.7 /s