I see how that can happen. I guess it hasn't been an issue because my steam backup is not enough to recharge the accumulators. Or I didn't notice/care.
I'll have to check when I get home, I'm pretty sure I somehow hooked the power switch straight to the accumulator without needing chest logic.
Also for the science, the ratio of science assemblers vs the components could be higher. If you look up my factory thread (where I made exactly the type of ...
1) It might be nice to have another tier above it with crazy high crafting requirements for the endgame scenario where you've got a really big base and tons of production and clearing out biters is no longer difficult, but turns into a tedious chore. e.g it could ...
Title says it all. With the addition of blueprint book it's easy to have a bunch of them, and with the upcoming rumor of persistent blueprints I anticipate making a set of factory "modules" or "sections". Even without that, mods such as blueprint string let us port in many blueprints quickly. But ...
I think seeing biters from a first person perspective would be terrifying. The blue ones are the size of buildings.. and the green can attack over the wall. :shock: I also think managing the factory layout would be impossible.
Usually by the time I need to upgrade a feed to blue, I have drones delivering to my inventory. Not such a hassle.
If you run into the need before that, well maybe the previous advice about planning for multiple feeds may apply.
Maybe if the chain signal highlighted along to the next one to indicate that it's "linked" to it? ...Please see my previous post, it's not that simple. Unless of course you mean just show that a chain signal is linked to the next signal, which is silly because the rail does that for you. That ...
I agree. The real "resource" in my opinion is the precious space in between buildings. Having to branch off and build another production line is definitely more of an investment than upgrading the feed belts into a production line that is merely upgraded or extended.
Well. When you get the old "no path found" error on a reasonably large or complex path, that can take a bit of doing to find where it messed up.
Maybe if the chain signal highlighted along to the next one to indicate that it's "linked" to it?
There was an electric boiler mod specifically for this purpose, but it has not been updated and I can't find it on the mod portal.
This is really the issue. Storing hot water only really saves you on coal boilers. You still need the right amount of steamies to convert to electricity.
You would need to consider how to show Chain Signals as these behave differently.
While I'm not against the idea per se I don't know how much benefit it would have. Generally it doesn't take much to get your head around signals, a YouTube tutorial and a bit of messing around should be plenty, but ...
I just realized that I have to disagree with myself, I also get completely confused by the higher-end functions of the circuit network. But that is another can of worms entirely.
I'm convinced that some clever GUI work can make them intuitive to use. I can't think of any other part in the game which I've had to look up externally to get answers on.. So that's why the thread. I think we can come up with some ideas for these guys.