Search found 238 matches

by Selvek
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

steinio wrote:Can we reuse the rocket?
You will probably need to mod in a barge to land it on.
by Selvek
Thu Mar 09, 2017 9:45 pm
Forum: General discussion
Topic: Random math I did
Replies: 13
Views: 4383

Re: Random math I did

DaveMcW wrote:If you don't accept Conservation of Energy, you can't use physics formulas. :P
Yeah I can. Watch me! :lol:
by Selvek
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...
by Selvek
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...
by Selvek
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...
by Selvek
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...
by Selvek
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...
by Selvek
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...
by Selvek
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...
by Selvek
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

Najjjjj 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...)
I agree. Let everyone build their (potentially unstable) setups, then have them all meltdown immediately after applying the next update :D
by Selvek
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?
by Selvek
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...
by Selvek
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...
by Selvek
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.
by Selvek
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.
by Selvek
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...
by Selvek
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?
by Selvek
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'...

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