Search found 271 matches

by Serenity
Sat Jan 19, 2019 2:11 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 9
Views: 480

Re: [0.17.x] Bob's Mods: General Discussion

I thought efficiency was still available to modders. Just hidden at 100% in the base game
by Serenity
Fri Jan 18, 2019 10:44 pm
Forum: Gameplay Help
Topic: 20 to 20 belt balancer
Replies: 2
Views: 104

Re: 20 to 20 belt balancer

by Serenity
Fri Jan 18, 2019 4:40 pm
Forum: Gameplay Help
Topic: Use storage chests before passive provider chests
Replies: 3
Views: 107

Re: Use storage chests before passive provider chests

That's how it is supposed to be. Passive providers have the lowest priority
by Serenity
Fri Jan 18, 2019 1:35 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 139
Views: 6963

Re: Friday Facts #278 - The new quickbar

Love it. It's always annoying when things move between the quickbar and the inventory for some reason.

Or just that you can now see how much of some item that you really have instead of just the one stack in the toolbelt

And the multiple quickbars for different situations. YES! :D
by Serenity
Fri Jan 18, 2019 1:12 am
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 65
Views: 2843

Re: Did no one else notice massive nerf of tank in 0.17?

ManaUser wrote:
Thu Jan 17, 2019 9:34 pm
And the flamethrower is just... I don't even know what it's for
Best weapon for killing trees
by Serenity
Thu Jan 17, 2019 7:15 pm
Forum: Gameplay Help
Topic: Railway Tutorial
Replies: 6
Views: 176

Re: Railway Tutorial

There is some very questionable signalling in there. The junctions especially aren't fully signalled
by Serenity
Thu Jan 17, 2019 2:47 pm
Forum: Gameplay Help
Topic: Railway Tutorial
Replies: 6
Views: 176

Re: Railway Tutorial

Somewhat old, but signals haven't changed since then:

https://www.youtube.com/watch?v=3ZiL7_vfJtQ
by Serenity
Tue Jan 15, 2019 4:24 pm
Forum: General discussion
Topic: Iron is too needed and copper is nearly useless
Replies: 7
Views: 566

Re: Iron is too needed and copper is nearly useless

You don't need much copper at the beginning, but you need a lot more of it once you get into circuit production. Green circuits need copper and iron in a 3:2 ratio. And both red and blue circuits require lots of green
by Serenity
Tue Jan 15, 2019 3:38 pm
Forum: Gameplay Help
Topic: SPM
Replies: 8
Views: 230

Re: SPM

Ok,thanks. Just a question, why not military? Is it because of the immense crafting times for all of its components? Why are you so hung up on crafting times. If the crafting time is longer you just need more assemblers Look at the infinite research topics needing military science. They aren't that...
by Serenity
Sun Jan 13, 2019 11:42 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 8312

Re: Friday Facts #277 - GUI progress update

Jap2.0 wrote:
Sat Jan 12, 2019 11:37 pm
I mean, they've been saying that the next release would be the final release for several years now.
By now it's clear that there will be a 0.18
by Serenity
Sat Jan 12, 2019 11:08 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 8312

Re: Friday Facts #277 - GUI progress update

Am I the only one who is actually really looking forward to to the UX overhaul? I like the new UI. It looks a lot more polished and professional. Definitely something that should be done before the final release. I just don't think it's a huge priority right now. Though I guess they ripped out so m...
by Serenity
Fri Jan 11, 2019 7:59 pm
Forum: Gameplay Help
Topic: SPM
Replies: 8
Views: 230

Re: SPM

Just build the right number of assembly machines to produce everything at the same rate. One standard is to start with 10 red, 12 green, 10 military, 24 blue, 14 purple/production, 14 yellow/high tech. Note that this is twice the crafting time for sciences that produce one beaker per craft (red, gre...
by Serenity
Fri Jan 11, 2019 6:25 pm
Forum: Gameplay Help
Topic: SPM
Replies: 8
Views: 230

Re: SPM

All of the sciences. Except military maybe. Generally you just pump out infinite mining productivity and robot speed research
by Serenity
Fri Jan 11, 2019 4:30 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 8312

Re: Friday Facts #277 - GUI progress update

Speaking of world gen... IS IT FIXED?! Yes, is it? This the FFF I'm looking most forward to. 0.17 really needs proper water generation like in pre-0.16 versions. Or all the nice GUI and HD stuff is just useless polish on a frustrating surface. As for wave defense. I haven't played it much, but I re...
by Serenity
Fri Jan 11, 2019 3:58 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11611

Re: Friday Facts #276 - Belt item spacing & Script rendering

Matthias_Wlkp wrote:
Fri Jan 11, 2019 3:18 pm
But does that give any advantage over a train? How would that be different?
Trains take up more space for the rail track and especially the stations
by Serenity
Fri Jan 11, 2019 3:44 pm
Forum: Gameplay Help
Topic: First logistic chests
Replies: 4
Views: 128

Re: First logistic chests

The use of "logistics bots" was deliberate. Of course you can also use the construction bots
by Serenity
Fri Jan 11, 2019 3:05 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11611

Re: Friday Facts #276 - Belt item spacing & Script rendering

I have never seen anyone take three red belt steel furnace columns and feed two blue belts of plate. This can be useful if your plate main bus only has 4 belts and you need to fit more materials. The length of a furnace column to fill a blue belt is unreasonably large without beacons. It's easier t...
by Serenity
Fri Jan 11, 2019 2:55 pm
Forum: Gameplay Help
Topic: First logistic chests
Replies: 4
Views: 128

Re: First logistic chests

The use of early logistics bot is to supply yourself with them. Provider and storage chests are fine for that. Though even then you need some of the robot speed upgrades to be practical
by Serenity
Thu Jan 10, 2019 10:25 pm
Forum: Ideas and Suggestions
Topic: 0.xx/Beta/1.x suggestions
Replies: 2
Views: 94

Re: 0.xx/Beta/1.x suggestions

Bot charging towers (Think roboport minus bot storage and taking up perhaps as little as 2 tiles, however make these not extend either logistics or construction range as this would basically nullify the need for local roboports. The only reason why I say this is because I have a mostly bot megabase...
by Serenity
Thu Jan 10, 2019 5:17 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 252

Re: Circle Intersection

That's way too many chain signals on that T-junction

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