I think this is something like, that the left splitter input has higher priority, or that an inserter inserts on the far belt-side and those things come not from any "intent", but just from the underlying physic-simulation. And is somehow logical, if you know, how the simulation works.
Those ...
Search found 95 matches
- Wed Jun 11, 2014 9:10 pm
- Forum: Ideas and Suggestions
- Topic: outserter priority
- Replies: 7
- Views: 5517
- Wed Jun 11, 2014 8:13 pm
- Forum: Ideas and Suggestions
- Topic: outserter priority
- Replies: 7
- Views: 5517
Re: outserter priority
With my experiments, the last inserter you place has the highest priority. And I like that, cause when you do such stuff you wont have an even distribution. You want for example deliver the next assembly, but only, if that doesn't need anything you want to put it into a chest with a simple stack ...
- Wed Jun 11, 2014 2:59 pm
- Forum: Gameplay Help
- Topic: Are nests with 90% worms intended?
- Replies: 8
- Views: 3821
Re: Are nests with 90% worms intended?
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?
That's what I originally thought as well but was recently corrected ...
- Mon Jun 09, 2014 10:45 am
- Forum: Ideas and Suggestions
- Topic: Accumulators in MJ
- Replies: 24
- Views: 20140
Re: Accumulators in MJ
Day has 25000 ticks.
This is the cycle (realtively speaking)
0.75 -> 0.25 (half a day), 100% bright
0.25->0.45 getting dark (evening)
0.45->0.55 night
0.55->0.75 get light (morning)
And how long is a 'tick'? The problem is that the units in-game use seconds, we are accustomed to hours in the ...
This is the cycle (realtively speaking)
0.75 -> 0.25 (half a day), 100% bright
0.25->0.45 getting dark (evening)
0.45->0.55 night
0.55->0.75 get light (morning)
And how long is a 'tick'? The problem is that the units in-game use seconds, we are accustomed to hours in the ...
- Mon Jun 09, 2014 3:04 am
- Forum: Ideas and Suggestions
- Topic: Accumulators in MJ
- Replies: 24
- Views: 20140
Re: Accumulators in MJ
What about something like Megawatt/days? (ingame days of course)
Edit: to me, megajoules is more confusing than megawatt hours (days) and yes I graduated highschool. Where I live, we deal with our electric bills in megawatt hours and my own experience getting my girl to TURN OFF THE FLIPPING LIGHT ...
Edit: to me, megajoules is more confusing than megawatt hours (days) and yes I graduated highschool. Where I live, we deal with our electric bills in megawatt hours and my own experience getting my girl to TURN OFF THE FLIPPING LIGHT ...
- Sun Jun 08, 2014 11:26 am
- Forum: Ideas and Suggestions
- Topic: Accumulators in MJ
- Replies: 24
- Views: 20140
Re: Accumulators in MJ
MWh is not appropriate for this game. MWs is not a usual unit and never will be as it is the exact same as MJ.tetkris wrote:Yes MJ is "secret " value better change on MWs or MWh
- Sat Jun 07, 2014 10:25 pm
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool βΈ
- Replies: 50
- Views: 31421
Re: Get rid of Pickaxe tool
i think they should keep it but later have a multi tool that is a drill screwdriver thing that runs on electric u can use in your armour...
maybe have a tools belt like the modular Armour u can put useful tools into that runs on electric which uses the right click function ?
But think about it ...
maybe have a tools belt like the modular Armour u can put useful tools into that runs on electric which uses the right click function ?
But think about it ...
- Sat Jun 07, 2014 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Accumulators in MJ
- Replies: 24
- Views: 20140
Re: Accumulators in MJ
I just wish it said somewhere how long a night is (and how long sunrise/sunset take)
Do not quote me here, but if I am not missleading a whole day is 700 seconds. With 3/6 of it being daytime, 1/6 dusk, 1/6 dawn and 1/6 night
Pretty sure the 'night' is 60 seconds exactly:
Energy consumption ...
Do not quote me here, but if I am not missleading a whole day is 700 seconds. With 3/6 of it being daytime, 1/6 dusk, 1/6 dawn and 1/6 night
Pretty sure the 'night' is 60 seconds exactly:
Energy consumption ...
- Fri Jun 06, 2014 5:24 pm
- Forum: Ideas and Suggestions
- Topic: A fuel based jetpack
- Replies: 5
- Views: 3354
Re: A fuel based jetpack
A jetpack in a 2D game without height is quite weird, also I dont find it necessary to do it. And it isnt as easy as it seems, different entities would neet to have different heights and what height does the jetpack fly at?.
Besides, the exo-skeleton pretty much does the same thing by increasing ...
Besides, the exo-skeleton pretty much does the same thing by increasing ...
- Tue May 27, 2014 7:51 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) βΈ
- Replies: 59
- Views: 28831
Re: Trees should regenerate health
Hm. How would it be, if the trees lose health due to pollution?
THAT could be the reason, why the biters want to destroy the source of pollution. Because that destroys their food!
Destroyed wood: No more biters, which collect the wood. The biter nest will starve. No eggs are produced. After a ...
THAT could be the reason, why the biters want to destroy the source of pollution. Because that destroys their food!
Destroyed wood: No more biters, which collect the wood. The biter nest will starve. No eggs are produced. After a ...
- Tue May 27, 2014 2:04 am
- Forum: Ideas and Suggestions
- Topic: Higher priority for the exosceleton vs Laser Defense
- Replies: 5
- Views: 2550
Re: Higher priority for the exosceleton vs Laser Defense
Having the exoskeleton prioritised before the shields & batteries would help too. 95% of the times I die is when the exoskeleton stops working and I get encircled.
- Mon May 26, 2014 6:20 am
- Forum: Ideas and Suggestions
- Topic: Coal Furnace Energy Consumption
- Replies: 4
- Views: 2421
Re: Coal Furnace Energy Consumption
They don't consume electricity. The coal (and wood and solid fuel) have their own energy value though.
- Mon May 26, 2014 5:00 am
- Forum: Gameplay Help
- Topic: Day and Night
- Replies: 2
- Views: 1865
Re: Day and Night
The actual nighttime is 60 seconds. I have personally found this from tests with the power consumption. Not too sure about the day time and the time it takes for dawn / dusk where the solar panels will go from 0 to 100% effectiveness.
- Mon May 26, 2014 4:25 am
- Forum: Implemented Suggestions
- Topic: Change top speed behaviour of trains
- Replies: 14
- Views: 5769
Re: Change top speed behaviour of trains
The problem lies with the distance between signals. In other words the size of a block. Heavier trains will need larger blocks to be able to stop before a red signal.JackGruff wrote:I don't see how weaker breaking trains would even have issues with signals, they just have to break sooner.
- Sun May 25, 2014 11:58 pm
- Forum: General discussion
- Topic: Do you NEED oil to progress?
- Replies: 4
- Views: 3000
Re: Do you NEED oil to progress?
You can never actually run out of oil, though you will eventually find your wells drawing only .1/s which is tiny when you need 10 cured to make 3 heavy, 3 light, and 4 methane (1:4.5:5.5 if you have advanced)
With 2 wells producing .2/s total, this means it will take 50 seconds to get even one ...
With 2 wells producing .2/s total, this means it will take 50 seconds to get even one ...
- Sun May 25, 2014 8:47 pm
- Forum: Implemented Suggestions
- Topic: Blueprint Timeout
- Replies: 8
- Views: 5172
Re: Blueprint Timeout
If you check \base\prototypes\technology\logistic-robot.lua, you can easily find the code to add, say, higher level techs to have more long lived blueprints.
If it should be added in the base game? I'm impartial on this.
If it will not be based on technology, then there should be an option in ...
If it should be added in the base game? I'm impartial on this.
If it will not be based on technology, then there should be an option in ...
- Sun May 25, 2014 5:17 pm
- Forum: Gameplay Help
- Topic: Stupid question
- Replies: 3
- Views: 1904
Re: Stupid question
It should be the same as for belts. Hold right click. Some items (like machines) will take a bit more time to pick up.
- Sun May 25, 2014 4:04 pm
- Forum: Implemented in 2.0
- Topic: Roboports may request bots
- Replies: 8
- Views: 6734
Re: Roboports may request bots
As for the OP's problem: I find that the easiest way to deal with this is to have a construction bot assembler and have them store the output in a chest. I have not tested if this allows logistics bots to pick them up.
My main problem is that I haven't found a way to count the amount of ...
My main problem is that I haven't found a way to count the amount of ...
- Sun May 25, 2014 3:59 pm
- Forum: Gameplay Help
- Topic: Stone on Peaceful
- Replies: 2
- Views: 2055
Re: Stone on Peaceful
So usually a great deal of stone will be used in normal mode to generate tons of walls as the biters continue to wear them down over time.
However, in Peaceful should I be making that many stone bricks (to my knowledge you only need a small amount for Electric Furnaces and Oil Refineries), or ...
However, in Peaceful should I be making that many stone bricks (to my knowledge you only need a small amount for Electric Furnaces and Oil Refineries), or ...
- Sun May 25, 2014 3:17 pm
- Forum: Gameplay Help
- Topic: some beginner questions regarding enemies
- Replies: 6
- Views: 3671
Re: some beginner questions regarding enemies
1) biters migrate AND existing bases will grow. Paradoxically, if you want to go for a peaceful route it is indeed easier to eliminate them early on.
2) They should, but the way the algorithm works is not very intuitive. Bases will on average be smaller / larger, but it's a modifier, not a hard cap ...
2) They should, but the way the algorithm works is not very intuitive. Bases will on average be smaller / larger, but it's a modifier, not a hard cap ...