Search found 29 matches
- Thu Dec 29, 2016 5:39 pm
- Forum: General discussion
- Topic: Increasing System Performance
- Replies: 10
- Views: 4860
Re: Increasing System Performance
I've never really looked into UPS or FPS before. I've built large bases before but never had this kind of slowdown, or maybe a very subtle slow down that I couldn't perceive. But this base is truly, truly massive. There's about 70,000 electric mining drills, 1,000 oil refineries, 3,000 pump jacks, A...
- Thu Dec 29, 2016 10:45 am
- Forum: General discussion
- Topic: Increasing System Performance
- Replies: 10
- Views: 4860
Increasing System Performance
I had decided to build a base that could launch a handful of rockets every minute. After many calculations to setup ratios and plan out the layout, I built a very organized flawless machine for performing this task. The resource requirement is immensely massive as you might imagine, but I could hand...
- Wed Dec 21, 2016 4:25 pm
- Forum: General discussion
- Topic: Active Robots
- Replies: 14
- Views: 6831
Re: Active Robots
I'm not sure if they cap out at some extreme end of the spectrum, but if they do have a cap, you really shouldn't ever reach it. The method I use for my bots is I have an entire section of the factory dedicated to mass producing the flying robot frames and I keep 100 of them in a chest at all times....
- Wed Dec 14, 2016 2:18 pm
- Forum: General discussion
- Topic: Poll: Horizontal or Vertical?
- Replies: 12
- Views: 6295
Re: Poll: Horizontal or Vertical?
It honestly depends on the map. I play with a lot of water so that often restricts the shape and size of my starting area so I build to fit. When I have a choice though, I always go vertical. It just looks nicer I think.
- Mon Dec 12, 2016 7:12 pm
- Forum: Gameplay Help
- Topic: Charging bots
- Replies: 7
- Views: 4028
Re: Charging bots
But why are you wondering about these things when you don't even play them game? Start playing and this stuff becomes clear pretty quickly :) Might be some weird pre-req he has to play it. Personally when I scope out a RPG-ish type game I always check out what classes are available and what they ca...
- Sun Dec 11, 2016 7:05 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73359
Re: Friday Facts #168 - Nightvision Nightmare
Not that "negating nighttime altogether" should be ruled out instantly (even though that wasn't Xterminator or I said at all) because maybe it's only meant to be a hindrance at the start of the game. "Using a pick takes time, you really have to work at a coal patch to get coal. What ...
- Sat Dec 10, 2016 9:22 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73359
Re: Friday Facts #168 - Nightvision Nightmare
The character can see 360 degrees and through walls and thick forest, and has technology centuries ahead of ours. "realistic" (based on our current primitive technology) night vision shouldn't even be a consideration, just what is best for the game. This. I mean trying to make them "...
- Sat Dec 10, 2016 8:30 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73359
Re: Friday Facts #168 - Nightvision Nightmare
Well, they are green to be realistic. That is how actual nightvision goggles work. See Adil's post on 3rd page. Modern night vision doesn't have to be green but full color: https://youtu.be/b4ZIdu1adWg?t=96 Well that is certainly new if it is legit. The ability to see color isn't something that has...
- Sat Dec 10, 2016 7:55 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73359
Re: Friday Facts #168 - Nightvision Nightmare
Ill be honest, The night vision is still terrible, no matter how you look at it. I intend to use a mod that just removes the green. If you do keep up with the terrible green effect, please let the color be a choice for someone to make, or even to turn it off altogether as a game setting. Colorblind...
- Fri Dec 09, 2016 12:36 pm
- Forum: General discussion
- Topic: Who is the player character?
- Replies: 54
- Views: 17722
Re: What's the player's name?
I think it's not so much what his name is, as that is decided by the player. It's more like his "title" sort of. Kind of like fallout has "Vault Dweller", "Courier", "Lone Wanderer", and "Sole Survivor" as it's protagonists. I usually call him "...
- Mon Dec 05, 2016 1:33 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67500
Re: RoRo vs Terminus (was Loop vs 2-headed train network)
If your main line ever gets blocked, it's because you aren't doing it right. :P http://i.imgur.com/t0ITMT2.jpg This is the standard single train-per-outpost method I use. Most outposts only need a single train. But if for, some crazy reason, you needed more than one, it's a very simple and cheap sol...
- Sat Nov 26, 2016 4:56 am
- Forum: General discussion
- Topic: What is your favorite part of the game, and why?
- Replies: 16
- Views: 6028
Re: What is your favorite part of the game, and why?
It's hard to say, I love so many things. I love watching my trains work. Watching them go from station to station, never jamming, never slowing, just working continuously. I love having dozens of trains running at once and just watching them intersect and cross over and fly down the rails. Honestly ...
- Sat Nov 26, 2016 2:04 am
- Forum: General discussion
- Topic: What do you do with your wood?
- Replies: 21
- Views: 16207
What do you do with your wood?
Just idle curiosity really. After medium electric poles become a thing, I stop making the little ones and at that point wood becomes kind of useless. Earlier in the game I sometimes make wooden chests, throw it all inside, then shoot the chests until they explode to sort of "delete" all th...
- Fri Nov 25, 2016 1:32 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67500
Re: RoRo vs Terminus (was Loop vs 2-headed train network)
I don't play with mods that tinker with the game's functionality, I play the game as-is, so I can't comment on how certain mods might impact things. But i'm still not seeing the issue you're having with expandability. You just throw on more track to make an additional loop through an area that has m...
- Thu Nov 24, 2016 3:30 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67500
Re: RoRo vs Terminus (was Loop vs 2-headed train network)
If you're talking to me, could easily add a few more rails running through the center to reduce the length they have to run, but I find that the distance they travel is never the bottleneck in production. Only thing that ever slows them down is waiting to get completely full from ore patches. Even i...
- Thu Nov 24, 2016 12:59 am
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67500
Re: RoRo vs Terminus (was Loop vs 2-headed train network)
This thread has actually made me redefine how my rail systems work. I was sitting around thinking to myself "How to make a 2-headed train work efficiently", so i started thinking and planning and designing and I came up with a new design that I really enjoy. The best part is, it completely...
- Wed Nov 23, 2016 11:09 am
- Forum: Ideas and Suggestions
- Topic: Adjustable Item "stored" stack sizes
- Replies: 7
- Views: 2716
Re: Adjustable Item "stored" stack sizes
I disagree because this is the only bottleneck :P aside from straight up running out of resources. I think a more accurate analogy would be unwrapping presents on christmas. Any sane, logical, reasonable human being is going to have all the presents inside and ready to open in sequence one after ano...
- Tue Nov 22, 2016 9:27 am
- Forum: Ideas and Suggestions
- Topic: Adjustable Item "stored" stack sizes
- Replies: 7
- Views: 2716
Re: Adjustable Item "stored" stack sizes
Yes, that is the exact same issue. Seems some of the people reading it don't understand the problem though. Inserters are more than fast enough to keep up with the rate they're being consumed, or you could even stick 9 fast inserters on a single assembly machine 3 and still run into this problem. It...
- Thu Nov 17, 2016 7:58 am
- Forum: Ideas and Suggestions
- Topic: Adjustable Item "stored" stack sizes
- Replies: 7
- Views: 2716
Adjustable Item "stored" stack sizes
I don't really know what to call it, which is why it was also impossible to search for such a thing in advance. But the general idea is this... I'd like to be able to modify how many items an assembler will hold before it stops working. Both in components needed for construction, as well as the fini...
- Wed Nov 16, 2016 9:02 am
- Forum: General discussion
- Topic: Have Some Questions Before I Buy.
- Replies: 112
- Views: 114361
Re: Have Some Questions Before I Buy.
I don't think the learning curve is very steep at all, at least to get to the point where you can mass produce things. It sort of gradually works you up to the more complex objects you need to create but any given thing never needs more than 4 objects to be built. Those objects might need other obje...