Search found 95 matches

by Teurlinx
Wed Jun 11, 2014 9:10 pm
Forum: Ideas and Suggestions
Topic: outserter priority
Replies: 7
Views: 1892

Re: outserter priority

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 thinks...
by Teurlinx
Wed Jun 11, 2014 8:13 pm
Forum: Ideas and Suggestions
Topic: outserter priority
Replies: 7
Views: 1892

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-li...
by Teurlinx
Wed Jun 11, 2014 2:59 pm
Forum: Gameplay Help
Topic: Are nests with 90% worms intended?
Replies: 8
Views: 1152

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.. Either w...
by Teurlinx
Mon Jun 09, 2014 10:45 am
Forum: Ideas and Suggestions
Topic: Accumulators in MJ
Replies: 24
Views: 4379

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 real w...
by Teurlinx
Mon Jun 09, 2014 3:04 am
Forum: Ideas and Suggestions
Topic: Accumulators in MJ
Replies: 24
Views: 4379

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 ...
by Teurlinx
Sun Jun 08, 2014 11:26 am
Forum: Ideas and Suggestions
Topic: Accumulators in MJ
Replies: 24
Views: 4379

Re: Accumulators in MJ

tetkris wrote:Yes MJ is "secret " value better change on MWs or MWh
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.
by Teurlinx
Sat Jun 07, 2014 10:25 pm
Forum: Implemented Suggestions
Topic: Get rid of Pickaxe tool ☸
Replies: 50
Views: 16103

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, why...
by Teurlinx
Sat Jun 07, 2014 1:45 pm
Forum: Ideas and Suggestions
Topic: Accumulators in MJ
Replies: 24
Views: 4379

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 over a ...
by Teurlinx
Fri Jun 06, 2014 5:24 pm
Forum: Ideas and Suggestions
Topic: A fuel based jetpack
Replies: 5
Views: 797

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 th...
by Teurlinx
Tue May 27, 2014 7:51 pm
Forum: Implemented Suggestions
Topic: Trees should regenerate health (or have hidden HP bars) ☸
Replies: 59
Views: 14061

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 while...
by Teurlinx
Tue May 27, 2014 2:04 am
Forum: Ideas and Suggestions
Topic: Higher priority for the exosceleton vs Laser Defense
Replies: 5
Views: 635

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.
by Teurlinx
Mon May 26, 2014 6:20 am
Forum: Ideas and Suggestions
Topic: Coal Furnace Energy Consumption
Replies: 4
Views: 585

Re: Coal Furnace Energy Consumption

They don't consume electricity. The coal (and wood and solid fuel) have their own energy value though.
by Teurlinx
Mon May 26, 2014 5:00 am
Forum: Gameplay Help
Topic: Day and Night
Replies: 2
Views: 605

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.
by Teurlinx
Mon May 26, 2014 4:25 am
Forum: Ideas and Suggestions
Topic: Change top speed behaviour of trains
Replies: 14
Views: 1508

Re: Change top speed behaviour of trains

JackGruff wrote:I don't see how weaker breaking trains would even have issues with signals, they just have to break sooner.
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. ;)
by Teurlinx
Sun May 25, 2014 11:58 pm
Forum: General discussion
Topic: Do you NEED oil to progress?
Replies: 4
Views: 1090

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 oil...
by Teurlinx
Sun May 25, 2014 8:47 pm
Forum: Ideas and Suggestions
Topic: Blueprint Timeout
Replies: 8
Views: 2091

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 the g...
by Teurlinx
Sun May 25, 2014 5:17 pm
Forum: Gameplay Help
Topic: Stupid question
Replies: 3
Views: 557

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.
by Teurlinx
Sun May 25, 2014 4:04 pm
Forum: Ideas and Suggestions
Topic: Roboports may request bots
Replies: 7
Views: 1559

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 construction...
by Teurlinx
Sun May 25, 2014 3:59 pm
Forum: Gameplay Help
Topic: Stone on Peaceful
Replies: 2
Views: 691

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 shoul...
by Teurlinx
Sun May 25, 2014 3:17 pm
Forum: Gameplay Help
Topic: some beginner questions regarding enemies
Replies: 6
Views: 1189

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 ...

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