Search found 55 matches

by rcp27
Tue Aug 27, 2019 5:36 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 26934

Re: Friday Facts #309 - Controversial opinions

Taking the related topics of “instant construction bots” and “two locomotives and a rocket silo in my pocket”, I think there is a potentially useful solution to both: assembly machines can’t make final products. If the player wants to build an assembly machine, you take the plates, circuits and gear...
by rcp27
Wed May 29, 2019 7:09 am
Forum: General discussion
Topic: When do YOU give up and start fresh?
Replies: 33
Views: 5234

Re: When do YOU give up and start fresh?

I generally start a new save for each major release that brings things like recipe changes, tech tree modifications or other big gameplay rebalances. Otherwise the main thing that prompts me to restart from scratch is if I have a new idea for how to approach the building process. Things like going h...
by rcp27
Thu May 23, 2019 5:46 pm
Forum: Gameplay Help
Topic: Handling 7 Science Paks
Replies: 36
Views: 3691

Re: Handling 7 Science Paks

I use 3 rows of labs with two double-loops of belt. One loop runs outside row 1 and between rows 2 and 3, the other loop runs between rows 1 and 2 and outside row 3. Each lab has 1 red and 1 yellow (my base ant big enough to need more than yellow belt, eventually red or blue belt might be needed) in...
by rcp27
Tue May 21, 2019 5:19 pm
Forum: Mods
Topic: [MOD 0.16, 0.17] Realistic Electric Trains
Replies: 73
Views: 18678

Re: [MOD 0.16, 0.17] Realistic Electric Trains

I’ve been looking for a realistic electric trains mod, specifically one that does overhead wires rather than batteries, and definitely will give this a go. Something I’d be interested in seeing that might be an interesting extension plan would be a cargo wagon with an equipment grid that can be powe...
by rcp27
Thu May 02, 2019 5:42 pm
Forum: General discussion
Topic: Advice needed : Trains, biters & lasers
Replies: 13
Views: 1847

Re: Advice needed : Trains, biters & lasers

My 0.17 base has only used basic gun turrets for wall defense, with turrets spaced 1 medium power pole apart. I have upgraded through yellow to red and green ammo, and researched relevant upgrades to damage and speed. From start to >120 rocket launches I have found this has been generally adequate t...
by rcp27
Thu May 02, 2019 5:08 pm
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 2172

Re: Chest type for assembler output. What do you use and why?

I also use active provider chests in 2 specific situations. 1.) Any assemblers emptying fluid barrels output the empty barrels into an active provider chest. 2.) Nuclear reactors output used up fuel cells into active provider chests. The other place I use them is for emptying trash collection cars ...
by rcp27
Wed May 01, 2019 11:10 am
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 2172

Re: Chest type for assembler output. What do you use and why?

Not rejecting it. Just not necessary since you can do the same thing with a filtered Storage chest *much* earlier in the game. I much prefer setting things up once and forgetting them than having to upgrade and redesign at different stages of the game. Certainly the “lower tech requirement” is a va...
by rcp27
Wed May 01, 2019 10:23 am
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 2172

Re: Chest type for assembler output. What do you use and why?

I’m not clear why you reject the buffer chest. The only negative you state is that when the request is full the excess goes to other storage. If the request is set to “full chest”, then the excess will only go elsewhere if the chest is full, exactly the failure mode of all the solutions. I would thi...
by rcp27
Mon Apr 29, 2019 6:10 am
Forum: Gameplay Help
Topic: Train Station Scheduling
Replies: 9
Views: 611

Re: Train Station Scheduling

Do I understand you right that each of your trains will only carry one item at any time? In that case, you could discriminate between full and empty trains and use two depots. You could then check for demand signals at the depot for full trains, and for supply signals at the depot for empty trains....
by rcp27
Sun Apr 28, 2019 10:00 pm
Forum: Gameplay Help
Topic: Train Station Scheduling
Replies: 9
Views: 611

Re: Train Station Scheduling

My best guess about what is happening is that I'm seeing something like a race condition. The signal "need more stuff" gets sent to the train and to the station at the same moment, so the train decides what to do at the same time the station does. When the train gets the signal to go, the station i...
by rcp27
Sun Apr 28, 2019 3:27 pm
Forum: Gameplay Help
Topic: Train Station Scheduling
Replies: 9
Views: 611

Re: Train Station Scheduling

I'm experimenting setting up a more intelligent trains system, something I've not really done before, and I'm observing some unintended behaviour. I have a setup with a pickup station, drop-off station and depot station. I have it set up so that the pick up and drop off stations only open if there ...
by rcp27
Sun Apr 28, 2019 3:27 pm
Forum: Gameplay Help
Topic: Train Station Scheduling
Replies: 9
Views: 611

Re: Train Station Scheduling

I'm experimenting setting up a more intelligent trains system, something I've not really done before, and I'm observing some unintended behaviour. I have a setup with a pickup station, drop-off station and depot station. I have it set up so that the pick up and drop off stations only open if there ...
by rcp27
Sun Apr 28, 2019 12:40 pm
Forum: Gameplay Help
Topic: Train Station Scheduling
Replies: 9
Views: 611

Train Station Scheduling

I'm experimenting setting up a more intelligent trains system, something I've not really done before, and I'm observing some unintended behaviour. I have a setup with a pickup station, drop-off station and depot station. I have it set up so that the pick up and drop off stations only open if there i...
by rcp27
Tue Mar 12, 2019 8:00 am
Forum: Ideas and Suggestions
Topic: Ordering items from logistics network
Replies: 13
Views: 1527

Logistics request options

I’ve been thinking about logistics requests. At the moment we can say “make sure I always have 200 red belt” or similar. Sometimes I want something now, but just once. Perhaps I need pumpjacks for a new oilfield or nuclear power components. I’d like to be able to say “bring me 50 pump jacks”, but on...
by rcp27
Fri Nov 16, 2018 5:32 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 30122

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I really like these graphical ideas. This offers an opportunity to fix one of the problems with belt graphics. If a belt is fully loaded with certain types of item it can be very hard to see the colour of the arrows on it and see what speed of belt it is. The extra graphics could be used to offer an...
by rcp27
Thu Jun 21, 2018 4:45 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 11144

Re: Aren't construction bots available too late?

Construction robots must be earlier, but logistic robots must be later for balance. Using without roboports, just equipment roboport for first power armor. While logistics bots are available early, they aren’t particularly useful until requester chests are unlocked, which are behind yellow science,...
by rcp27
Mon Jan 22, 2018 7:12 pm
Forum: General discussion
Topic: I am impatient
Replies: 56
Views: 12657

Re: I am impatient

Grumble grumble. When the splitter filtering was announced I was just about to start building a new smelter array. I thought great, I can make use of this filtering to do a mixed iron-copper smelter with splitter filtering of the output. My smelter is sitting in a half built state with hacks to get ...
by rcp27
Thu Jan 18, 2018 5:40 pm
Forum: General discussion
Topic: Gameplay drop
Replies: 12
Views: 1620

Re: Gameplay drop

Perhaps people had gameplay videos they recorded over the holiday period that they’ve been posting, and are now back at work with less time to make videos?
by rcp27
Sat Jan 13, 2018 1:32 pm
Forum: General discussion
Topic: Artillery
Replies: 21
Views: 3843

Re: Artillery

One of the things I found most irritating about biters in the past was trying to expand later in the game and having these huge biter nests to fight through. While nukes solved the problem to an extent, I felt they were just a bit too powerful. Artilery is the right balance, and I absolutely love it...
by rcp27
Wed Jan 10, 2018 5:18 pm
Forum: General discussion
Topic: Belts vs Bots - A response to FFF #224
Replies: 98
Views: 20277

Re: Belts vs Bots - A response to the latest FFF

I’ve been thinking a bit about the issue of game progression with regard to this topic. A lot of the support for bots comes from the megabase builders who recognise that scaling up to massive production rates without killing the game performance is only possible with bots, and removing them would el...

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