Search found 64 matches

by tralala
Wed Jun 25, 2014 11:31 am
Forum: Show your Creations
Topic: My Factory
Replies: 12
Views: 9838

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...
by tralala
Wed Jun 18, 2014 3:09 pm
Forum: Balancing
Topic: Adv. circuit - craftingTime rebalancing
Replies: 19
Views: 19125

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...
by tralala
Wed Jun 18, 2014 3:02 pm
Forum: Balancing
Topic: Adv. circuit - craftingTime rebalancing
Replies: 19
Views: 19125

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...
by tralala
Fri Jun 13, 2014 10:05 pm
Forum: Balancing
Topic: solar panel production speed
Replies: 12
Views: 20699

Re: solar panel production speed

Robbedem wrote:Accumulators fall under the same category as solar panels. I think both could easily have their build time doubled.
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).
by tralala
Thu Jun 12, 2014 7:03 pm
Forum: Implemented Suggestions
Topic: Sounds
Replies: 0
Views: 1770

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 ...
by tralala
Thu Jun 12, 2014 3:43 pm
Forum: Show your Creations
Topic: My somewhat compact T1-4 design
Replies: 6
Views: 7175

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...
by tralala
Wed Jun 11, 2014 8:42 am
Forum: Gameplay Help
Topic: Are nests with 90% worms intended?
Replies: 8
Views: 3681

Re: Are nests with 90% worms intended?

FishSandwich wrote: the richness determines how many alien artifacts a biter spawner drops on its destruction.
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?
by tralala
Wed Jun 11, 2014 8:32 am
Forum: General discussion
Topic: Self sustaining Solar Plant
Replies: 20
Views: 12232

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...
by tralala
Tue Jun 10, 2014 4:03 pm
Forum: General discussion
Topic: Self sustaining Solar Plant
Replies: 20
Views: 12232

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...
by tralala
Sun Jun 08, 2014 10:37 am
Forum: Show your Creations
Topic: Science Packs 1 - 3 in a 16x17 Grid
Replies: 12
Views: 20406

Re: Science Packs 1 - 3 in a 16x17 Grid

DaveMcW wrote:Down to 14x16 with the new cargo wagon filters.
14x16.jpg
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.
by tralala
Fri Jun 06, 2014 2:57 pm
Forum: General discussion
Topic: Version 0.10.0 (anticipation thread)
Replies: 21
Views: 9773

Re: Version 0.10.0 (anticipation thread)

slpwnd wrote:We are building the release now :)
Yeah! :D
by tralala
Fri Jun 06, 2014 2:56 pm
Forum: General discussion
Topic: Running pipes alongside each other
Replies: 8
Views: 6377

Re: Running pipes alongside each other

Aza-Industries wrote: With info:
Image
A very cool and compact design I must say.
by tralala
Fri Jun 06, 2014 10:21 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact base
Replies: 3
Views: 6641

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...
by tralala
Thu Jun 05, 2014 3:20 pm
Forum: Gameplay Help
Topic: Trying to understand the production numbers
Replies: 5
Views: 4500

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)...
by tralala
Thu Jun 05, 2014 2:31 pm
Forum: Implemented Suggestions
Topic: Allow circuit network conditions from 0 up
Replies: 13
Views: 5263

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.
by tralala
Thu Jun 05, 2014 2:27 pm
Forum: Gameplay Help
Topic: Basic resource management
Replies: 17
Views: 9485

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...
by tralala
Wed Jun 04, 2014 8:19 pm
Forum: Show your Creations
Topic: Hi tech compact factory Battery
Replies: 11
Views: 10717

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.
by tralala
Wed Jun 04, 2014 3:16 pm
Forum: Gameplay Help
Topic: Trying to understand the production numbers
Replies: 5
Views: 4500

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...
by tralala
Wed Jun 04, 2014 1:15 pm
Forum: General discussion
Topic: Modules in Pumpjacks
Replies: 16
Views: 28766

Re: Modules in Pumpjacks

DaveMcW wrote:
epiccreature wrote:to maximize 0.1 oil rig, you can try on speed module 3 + beacon with speed module in
Or beacons with speed module in. :D
pumpjack700.jpg
Nice. :o
but... 972 KW power consumption plus a lofty 5760 KW for the beacons and you still getting "only" 0.7 /s

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