Search found 16 matches

by hecktarzuli
Fri Sep 13, 2024 3:35 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 82
Views: 8015

Re: Friday Facts #428 - Reactor & Logistics circuit control

I don't get the point of circuits in nuclear reactors. Uranium is plentiful, I didn't even go through 1/2 a mine in my 5k megabase, what would be the point of throttling nuclear power if resources are so abundant with koverex? For once, it's a nice puzzle to solve and that's part of the game. The o...
by hecktarzuli
Fri Sep 13, 2024 3:21 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 82
Views: 8015

Re: Friday Facts #428 - Reactor & Logistics circuit control

I don't get the point of circuits in nuclear reactors. Uranium is plentiful, I didn't even go through 1/2 a mine in my 5k megabase, what would be the point of throttling nuclear power if resources are so abundant with koverex? I have fuel savings enabled on my reactors and my my SE base has still g...
by hecktarzuli
Fri Sep 13, 2024 2:55 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 82
Views: 8015

Re: Friday Facts #428 - Reactor & Logistics circuit control

I don't get the point of circuits in nuclear reactors. Uranium is plentiful, I didn't even go through 1/2 a mine in my 5k megabase, what would be the point of throttling nuclear power if resources are so abundant with koverex?
by hecktarzuli
Fri Sep 06, 2024 1:13 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 182
Views: 20540

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

I'm a bit sad at the fact personal lasers damage was changed (whatever "nerfed by 66% means), along with the fact the bug bases got stronger over time.. That's quite a double whammy. P-lasers are my go to for clearing areas vs artillery.
by hecktarzuli
Mon Jul 08, 2024 6:29 pm
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 103
Views: 23512

Re: Friday Facts #417 - Space Age development

The last photo doesn't make sense. With beacon overload having that many beacons around silos should disable all of them (or something) It's almost as if beacon overload does not exist without mods... I think the diminishing returns from a previous FFF were what this is referring to, which indeed w...
by hecktarzuli
Thu Jul 04, 2024 5:47 pm
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 103
Views: 23512

Re: Friday Facts #417 - Space Age development

The last photo doesn't make sense. With beacon overload having that many beacons around silos should disable all of them (or something)
by hecktarzuli
Tue Jul 02, 2024 2:31 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 813
Views: 174158

Re: Friday Facts #375 - Quality

My main beef is the graphics. They are nice and simple, but I really don't like how they poison the beautiful graphics in the game (and yes I also wish alt-mode was more integrated into the graphics somehow too).

I'd rather see a single colored dot, or maybe just colorize the object instead.
by hecktarzuli
Tue Jun 25, 2024 3:26 pm
Forum: Ideas and Suggestions
Topic: Out of range personal construction bots shouldn't be assigned new construction jobs
Replies: 1
Views: 195

Out of range personal construction bots shouldn't be assigned new construction jobs

TL;DR Out of range personal construction bots shouldn't be assigned new construction jobs What ? Every once and a while I'll either outrun a personal construction bot, or leave one behind and it enters low-power mode. It's super annoying to have new jobs assigned to a bot that isn't anywhere near w...
by hecktarzuli
Tue Jun 25, 2024 3:06 pm
Forum: Duplicates
Topic: Out of range personal construction bots are still assigned jobs
Replies: 4
Views: 351

Re: Out of range personal construction bots are still assigned jobs

Yeah I certainly wouldn't want it to attempt to calculate the time a robot to has to come back.. I think both of my ideas are much better IMHO.

I think I'll move this to Ideas & Suggestions, viewtopic.php?f=6&t=114025
by hecktarzuli
Tue Jun 25, 2024 1:27 pm
Forum: Duplicates
Topic: Out of range personal construction bots are still assigned jobs
Replies: 4
Views: 351

Out of range personal construction bots are still assigned jobs

I had an issue yesterday where I was running around in my car, bumping into things etc.. and one of my personal construction bots got out and fixed it, but I drove away too soon before it could dock. Then, much further away as I was trying to create a bunch of train tracks, 1 track tile would magica...
by hecktarzuli
Fri Jul 01, 2022 4:26 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1916

Re: Nuclear Reactor Copy-Recipe Wrong

Ah, so it just happens that Reactor only accepts 1 fuel, but since it's in the same class as burners like the boiler (which accepts more than 1) then it wouldn't make sense to do that for the reactor. Gotcha, thanks!
by hecktarzuli
Fri Jul 01, 2022 3:52 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1916

Re: Nuclear Reactor Copy-Recipe Wrong

I guess I assumed anything that accepts some type of input could be shift-right-clickable. Feature request then? :)
by hecktarzuli
Fri Jul 01, 2022 3:35 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1916

Re: Nuclear Reactor Copy-Recipe Wrong

Actually it looks like you can't even shift-right click a reactor into a requestor box which is weird. (the items I had copied were just the last things I was able shift-right click from)
by hecktarzuli
Fri Jul 01, 2022 2:40 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1916

Nuclear Reactor Copy-Recipe Wrong

If you shift-right click on a reactor, then shift-left click into a requester box, it asks for the contents of the INGREDIENTS for a fuel cell (iron plate, u-235, u-238) instead of a fuel cell.

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