You will probably need to mod in a barge to land it on.steinio wrote:Can we reuse the rocket?
Search found 238 matches
- Fri Apr 21, 2017 5:04 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 144363
Re: Friday Facts #187 - Space science & 0.15 graphics
- Thu Mar 09, 2017 9:45 pm
- Forum: General discussion
- Topic: Random math I did
- Replies: 13
- Views: 4383
Re: Random math I did
Yeah I can. Watch me!DaveMcW wrote:If you don't accept Conservation of Energy, you can't use physics formulas.
- Thu Mar 09, 2017 9:44 pm
- Forum: General discussion
- Topic: Random math I did
- Replies: 13
- Views: 4383
Re: Random math I did
I think a more reasonable thing is to assume that time is sped up. If time is being sped up 200x for gameplay purposes (1 day = 7 minutes instead of 1440 minutes), we can multiply mass by 200 to get more realistic results. Not quite sure I follow - the calculations are all based on energy, which is...
- Thu Mar 09, 2017 8:55 pm
- Forum: General discussion
- Topic: Random math I did
- Replies: 13
- Views: 4383
Re: Random math I did
This implies the stone furnace is wasting a bunch of energy, but we don't know how efficient the upgraded furnaces are either. If they are 100% efficient, 25.4 units of iron ore = 14.8 kg, or 1 unit = 0.58 kg. Actually, we have another data point. Electric furnaces with efficiency modules use 80% l...
- Thu Mar 09, 2017 8:23 pm
- Forum: General discussion
- Topic: Random math I did
- Replies: 13
- Views: 4383
Re: Random math I did
A little more research is even more dangerous. If iron ore is between 50% and 70% iron, and the specific heat of (whatever the rest of the ore is that isn't iron) is similar to iron, you only get 50-70% yield from your smelting energy. Which puts your lump of iron pretty close to the ballpark of 1/3...
- Thu Mar 09, 2017 7:59 pm
- Forum: General discussion
- Topic: What does your mega-base actually produce?
- Replies: 21
- Views: 14504
Re: What does your mega-base actually produce?
Are there any mods that allow you to export finished goods? I'm thinking something that assigns a market value to each product (possibly one which decreases as the quantity goes up, to encourage product variety). Then you could attempt to become a billionaire, and compete to become the top 0.1% of m...
- Fri Mar 03, 2017 6:39 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 68244
Re: Friday Facts #180 - Map interaction
Nice! Work! If i had to pick one of the features from the "what's next" list i'd pick being able to select train stations from the map. The current station selection window when setting up schedules is so tiny and shows only 5 stations at a time. With dozens of stations that quickly becom...
- Wed Jan 25, 2017 11:45 pm
- Forum: General discussion
- Topic: Best way to kill a lot of biter nests?
- Replies: 15
- Views: 11966
Re: Best way to kill a lot of biter nests?
Tower creep can be discouraged by a 30 second boot up after building. They said they had decided not to do this in a FFF a month or so ago. My preference right now is run in with a flamer, spray all the nests, run out (requires shields and legs). You can kill the nests in a bunch of bases really fa...
- Tue Jan 24, 2017 6:58 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 34730
Re: Friday Facts #174 - Mod gui
Having the full RGB space to color is great, but if I'm honest it's a bit cumbersome to get the exact same numbers when i want the same color on two trains with different routes (i color them by cargo type, not by route). How about a selection of colors (16, maybe 32) with a button for "custom...
- Fri Jan 13, 2017 4:57 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 81430
Re: Friday Facts #173 - Nuclear stuff is almost done
I agree. Let everyone build their (potentially unstable) setups, then have them all meltdown immediately after applying the next updateNajjjjj wrote:I don't think adding everything once is a good idea as in: add the nuclear power but keep the overheat, the meltdown for the next update (0.15.1...)
- Fri Jan 13, 2017 4:55 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 81430
Re: Friday Facts #173 - Nuclear stuff is almost done
What's the object being removed from the reactor? It looks like an empty fuel container, but the nuclear fuel assembler looks like it only takes iron plates, so no refills. Or is it something more sinister like spent fuel rods?
- Thu Nov 03, 2016 10:48 pm
- Forum: General discussion
- Topic: Best mods for outpost-based play?
- Replies: 1
- Views: 1196
Best mods for outpost-based play?
What are the best mods for encouraging large train setups with lots of far-reaching outposts? Basically, replicating Zisteau's "Meiosis" series, but because it's the most efficient way to do things, not because he wanted an extra challenge ;) RSO seems to be the most commonly mentioned one...
- Wed Oct 12, 2016 6:01 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 106332
Re: Friday Facts #159 - Research revolution
Science: 100% agree. It always seemed silly that blue flasks were such a nightmare and purple ones were practically free (while at the same time being literally one of only 2 things in the game that couldn't be automated!). Of course, 90% of the nightmare was just getting oil production set up corre...
- Mon Jul 04, 2016 1:54 pm
- Forum: 1 / 0 magic
- Topic: [0.13.3] Specific autosave file makes load screen crash
- Replies: 9
- Views: 3200
Re: [0.13.3] Specific autosave file makes load screen crash
There are several saves that work fine that were created after the translation to 0.13.0 It's just the most recent 3 autosaves that are corrupted.
- Mon Jul 04, 2016 2:23 am
- Forum: 1 / 0 magic
- Topic: [0.13.3] Specific autosave file makes load screen crash
- Replies: 9
- Views: 3200
Re: [0.13.3] Specific autosave file makes load screen crash
The game was originally from version 12, upgraded to 13.0 a few days before the crash.
- Sun Jul 03, 2016 4:13 pm
- Forum: 1 / 0 magic
- Topic: [0.13.3] Specific autosave file makes load screen crash
- Replies: 9
- Views: 3200
Re: [0.13.3] Specific autosave file makes load screen crash
I have a similar issue. The game crashes when I try to load any of the three autosaves. It displays the normal text "loading map _autosave2", the loading bar reaches full, and then it crashes. All other saves seem to work fine - sadly they are a few hours old :( The saves were created in 0...
- Mon May 09, 2016 6:15 am
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 57429
Re: Friday Facts #131 - Roadmap shuffle
Is anyone else hoping for a pipe upgrade that lets you place adjacent pipes without connecting them, to help out with tight refinery layouts?
- Fri May 06, 2016 4:10 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 208026
Re: Friday Facts #128 - Back down to earth
If the goal here is to let belts compete with robots late game, I think the real solution is a nerf to bots. While belts take careful optimization of space and layout, bots just require you to built a bunch and then forget about any kind of base layout optimization, for one simple reason - they don'...