Search found 14 matches
- Tue Aug 31, 2021 5:56 pm
- Forum: Balancing
- Topic: Personal energy source needed between solar panels and fusion reactor
- Replies: 13
- Views: 8503
Re: Personal energy source needed between solar panels and fusion reactor
Keep in mind you need to adjust for the day/night cycle
Depends on your usage, but valid point of course. So the solar panels come out at 21 kW / tile and the fusion reactor at ~47 kW.
That gap is still not huge , but yes you can squeeze a useful intermediate power source in the 30-40 kW range ...
- Sat Aug 28, 2021 8:43 pm
- Forum: Balancing
- Topic: Personal energy source needed between solar panels and fusion reactor
- Replies: 13
- Views: 8503
Re: Personal energy source needed between solar panels and fusion reactor
Bit late here, but solar panels did get a substantial buff from 10 to 30 kW already in 0.17.
This brings 16 (4x4) of them up to 480 kW, which is not too much of a gap to the 750 of a fusion reactor. I don't think further balancing will happen on this front in vanilla.
This brings 16 (4x4) of them up to 480 kW, which is not too much of a gap to the 750 of a fusion reactor. I don't think further balancing will happen on this front in vanilla.
- Sat Aug 28, 2021 8:22 pm
- Forum: Duplicates
- Topic: In power armor UI info takes more space than grid with items
- Replies: 6
- Views: 2539
Re: In power armor UI info takes more space than grid with items
You can try if setting your quickbars back to 2 just happens to move it over the threshold.
Apart from that, a UI scale of 75% is the solution provided, sorry.
Apart from that, a UI scale of 75% is the solution provided, sorry.
- Sat Aug 22, 2020 8:38 pm
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 44
- Views: 22587
Re: Game optimization and playability
Please keep in mind that the game is intended to be won, and all achievements can be obtained, on a ~45 SPM base. The game's performance doesn't even budge until you are at 1000 SPM. That's more than a 20 times safety margin β which is frankly amazing.
Have you tried to build a large base in e.g ...
Have you tried to build a large base in e.g ...
- Sat Aug 22, 2020 12:37 pm
- Forum: General discussion
- Topic: 4 years worth of stupid!
- Replies: 10
- Views: 5680
Re: 4 years worth of stupid!
To be fair, up until 2017 (v0.15) it was Iron Man's arc reactor 

- Tue Jul 14, 2020 5:13 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 24654
Re: Efficiency Module Scaling
Chiming in to at least bump Efficiency 2 to -50% and Efficiency 3 to -80%.
This is roughly the same progression (1.5 and 1.667) that productivity and speed modules use (why does the module with least significant gameplay effect also have the weakest progression?!)
This is roughly the same progression (1.5 and 1.667) that productivity and speed modules use (why does the module with least significant gameplay effect also have the weakest progression?!)
- Sat Dec 21, 2019 3:06 pm
- Forum: Minor issues
- Topic: [0.17.79] Rocket inventory drag handle does not work
- Replies: 1
- Views: 1456
[0.17.79] Rocket inventory drag handle does not work
A very minor one: The drag handle next to "Rocket inventory" in the rocket silo UI does not move the window (all others do).
Version 0.17.79, build 47865, linux64. Screenshot is at 125% zoom, also verified at 100%.
Version 0.17.79, build 47865, linux64. Screenshot is at 125% zoom, also verified at 100%.
- Mon Mar 04, 2019 6:11 pm
- Forum: Outdated/Not implemented
- Topic: 0.17 what i wish to see in a demo
- Replies: 4
- Views: 2771
Re: 0.17 what i wish to see in a demo
2 is supposed to work (that's the other end of the autoscaling), did you have trouble with the attacks before starting the last research?
I wholeheartedly agree with your other points.
I love how the old demo (third level) worked in this regard β you could go hunting for the biters if you were so ...
I wholeheartedly agree with your other points.
I love how the old demo (third level) worked in this regard β you could go hunting for the biters if you were so ...
- Sat Mar 02, 2019 10:34 am
- Forum: Outdated/Not implemented
- Topic: -
- Replies: 34
- Views: 15369
Re: [0.17.2] Tutorial seems very difficult
Did it have you automate into a chest at any point after the drills?
It doesn't ask you, but it is incredibly tempting, since you have to reach all production levels simultaneously and there is no consumer for the circuits.
So on my first attempt I automated the things, started the research ...
- Fri Mar 01, 2019 9:33 pm
- Forum: Outdated/Not implemented
- Topic: -
- Replies: 34
- Views: 15369
Re: [0.17.2] Tutorial seems very difficult
Conversely, UNTIL you press that "research" button...
Yes, after I knew , it was easy to stockpile ammo, fortify to a level that would be silly for this stage in regular freeplay, and disable anything else. That's the part about "telling".
So, lets hope they started production and ...
- Fri Mar 01, 2019 7:55 pm
- Forum: Outdated/Not implemented
- Topic: -
- Replies: 34
- Views: 15369
Re: [0.17.2] Tutorial seems very difficult
Part of the problem is that building anything during that final research makes the problem worse, since you have just generated pollution that didn't go into ammo. So it's not just that you have little time to respond, it is actually detrimental to do anything but running around and repairing ...
- Fri Mar 01, 2019 12:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.3] Train GUI map does not center on train when clicking "Color"
- Replies: 1
- Views: 2362
[Twinsen][0.17.3] Train GUI map does not center on train when clicking "Color"
When the map in the train GUI is in free mode, and "Color" is clicked, the map zooms down to whatever the center of the map is, not the train.
This can even be used to view unexplored territory.
This can even be used to view unexplored territory.
- Sun Jul 24, 2016 5:26 pm
- Forum: Gameplay Help
- Topic: Smelting & producing in one area?
- Replies: 3
- Views: 3822
Re: Smelting & producing in one area?
Putting copper cables on a belt has been a bad idea for a long time β maybe that needs a reevaluation now that inserter stack size bonus has gone, but still: since a copper plate produces two cables you are essentially halving your transportation capacity for no good reason. (You still DO have to ...
- Sun Jul 24, 2016 4:18 pm
- Forum: Duplicates
- Topic: Crash crafting filter inserter in 0.13.10
- Replies: 1
- Views: 1087
Re: Crash crafting filter inserter in 0.13.10
I think I have the same problem. So far as I tested crafting *anything* crashes the game reproducibly.
I am also using the Linux x64 build of 0.13.10.
Steps to reproduce:
- Load attached save
- Craft a wooden box
- Game crashes on completion
Edit: Oops, probably duplicate of https://forums ...
I am also using the Linux x64 build of 0.13.10.
Steps to reproduce:
- Load attached save
- Craft a wooden box
- Game crashes on completion
Edit: Oops, probably duplicate of https://forums ...