Search found 18 matches
- Mon Jun 26, 2017 2:14 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 70068
Re: Personal robots prioritizing nearest first
We take a ghost from the list of all ghosts on the surface and check which logsitic network(s) it's in and try to dispatch a robot to handle it once per tick . *a* ghost *one per tick*. Not all ghosts each tick. This explains why I often see ~600 items reported as missing construction materials whe...
- Thu Jun 22, 2017 10:37 pm
- Forum: Railway Setups
- Topic: Are there any flaws with this station design?
- Replies: 16
- Views: 9011
Re: Are there any flaws with this station design?
If you change it to unload 2 or 4 wagons at once instead of 3, you can position the stations so the wagons won't be offset at all.
- Wed Jun 21, 2017 8:12 pm
- Forum: Balancing
- Topic: Balance Barreling + Fluid Transport
- Replies: 39
- Views: 15361
Re: Balance Barreling + Fluid Transport
So the contra argument is this: using barrels is extra work so shouldn't it be better than the easy and convenient option of fluid wagons? In terms of gameplay, shouldn't you be rewarded for taking on the complexity of barreling, barrelling and empty barrels? There are lots of places where that rea...
- Wed Jun 21, 2017 4:37 pm
- Forum: Balancing
- Topic: Balance Barreling + Fluid Transport
- Replies: 39
- Views: 15361
Re: Balance Barreling + Fluid Transport
...[T]heoretically you can deliver full barrels one way and empty barrels the other way and enjoy that full 100k, practically it is tricky to guarantee you are bringing enough but not too many empty barrels and to make sure there is no accumulation of empty barrels anywhere - barrel issues are 100%...
- Tue Jun 20, 2017 3:22 pm
- Forum: Balancing
- Topic: Balance Barreling + Fluid Transport
- Replies: 39
- Views: 15361
Re: Balance Barreling + Fluid Transport
It just seems weird that we now have a fluid wagon with no tangible benefits besides saving a slight bit of work. They look cool and have a fancy animation, but then the novelty wears off and you find you're better off just using the same crude shipping blueprints from 1.4. In my Deathworld game wh...
- Mon Jun 19, 2017 7:45 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1821
- Views: 590416
Re: Simple Questions and Short Answers
I still can't figure out how to pick up a single item from a chest without first picking up half or a whole stack Pick up a stack, right click where you want to place a single item, then put the rest of the stack back. Wont work for me on a Mac Works for me on a Mac. Macs have had multi-button mice...
- Mon Jun 19, 2017 6:53 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 70068
Re: Personal robots prioritize nearest first
Simplest solution: User controlled construction zone size. With ctrl-scroll. User reduce zone size, and bots works exactly as in lower example. This suggestion from page 1 seems perfect to me. It adds no extra processing step such as sorting a lot of things by distance. The personal roboports alrea...
- Mon Jun 19, 2017 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Recipe tooltip time accounting machine crafting speed
- Replies: 10
- Views: 4011
Re: Recipe tooltip time accounting machine crafting speed
+1
This would remove some of the tedium of planning a factory. Like the crafting speed in the building's tooltip, it should take into account modules and beacons.
This would remove some of the tedium of planning a factory. Like the crafting speed in the building's tooltip, it should take into account modules and beacons.
- Thu Jun 15, 2017 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 61
- Views: 18149
Re: Burner Inserters and Rocket Fuel
It doesn't make sense for these awkward, mechanical non-lubricated arms to be moving perfectly at lightning speed. There should be a more streamlined device that moves more product (faster) than a stack inserter How about a Heap Inserter that requires lubricant to make? They should swing more slowl...
- Wed Jun 14, 2017 8:34 pm
- Forum: Balancing
- Topic: Balance Barreling + Fluid Transport
- Replies: 39
- Views: 15361
Re: Balance Barreling + Fluid Transport
Just because something is more expensive doesn't mean it has to be strictly better. Take electric furnaces as an example. They pollute less than steel furnaces as long as your power doesn't come from coal, and they can be faster or more productive if you have modules to put in them, but if you blind...
- Tue Jun 13, 2017 4:45 pm
- Forum: General discussion
- Topic: Have you seen spawners being built?
- Replies: 11
- Views: 5267
Re: Have you seen spawners being built?
I saw a spawner appear while I was in the process of destroying a small nest. I didn't see the critters disappear to form it, due to the chaos of being chased by hundreds of biters from nests I had just nuked, but there was a nest of two spawners, and after I gunned them down, suddenly there was a t...
- Mon Jun 12, 2017 7:01 pm
- Forum: Balancing
- Topic: Expensive Recipes crafting times, esp. Electronic Circuits
- Replies: 9
- Views: 6933
Re: Expensive Recipes crafting times, esp. Electronic Circuits
I think the expensive green circuit recipe is balanced perfectly. I have a setup with Productivity 3 modules and speed beacons, and it seems to be just barely possible to keep the circuit assemblers fed when they have 8 beacons in range, through a combination of direct insertion and bots, and IIRC 5...
- Fri Jun 09, 2017 6:48 pm
- Forum: Show your Creations
- Topic: Stupid Simple Train Refueling
- Replies: 9
- Views: 34541
Re: Stupid Simple Train Refueling
Sounds like a challenge. Now to set up an outpost that's over an hour's drive round trip...SpeedDaemon wrote:No reason any train should ever need more than 10 rocket fuel, anyway...
Code: Select all
225 MJ/RF / 600 kW * 10 RF/stack / 60 s/min = 62.5 min/stack
- Thu Jun 08, 2017 9:29 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: The advanced spaghetti monster
- Replies: 3
- Views: 4656
Re: The advanced spaghetti monster
There's one green circuit assembler that's missing productivity modules.
I'll let you look for it.
I'll let you look for it.
Okay, fine. Second row of greens from the bottom, in the middle.
- Fri Jun 02, 2017 2:13 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 53
- Views: 65728
Re: Production Calculator Google Sheet [0.15]
Thanks for this, it's really handy! It's the only calculator I've found that supports modules/beacons and expensive recipes.
I've found a minor bug - Chemical Plants and Oil Refineries have 3 module slots, not 2. This changed in 0.15.0; the wiki is out of date.
I've found a minor bug - Chemical Plants and Oil Refineries have 3 module slots, not 2. This changed in 0.15.0; the wiki is out of date.
- Thu Jun 01, 2017 10:23 pm
- Forum: Technical Help
- Topic: "Couldn't initialize audio, audio is disabled" (macOS)
- Replies: 3
- Views: 2369
Re: "Couldn't initialize audio, audio is disabled" (macOS)
Here's a fresh log from 0.15.17. I was going to upload it for a bug report about the crash, but it appears that several others have already reported it. The errors regarding audio have changed a little, though. Relevant portion: 0.068 Could not open audio device: There is no OpenAL error 0.068 No au...
- Thu May 11, 2017 1:14 am
- Forum: Technical Help
- Topic: "Couldn't initialize audio, audio is disabled" (macOS)
- Replies: 3
- Views: 2369
Re: "Couldn't initialize audio, audio is disabled" (macOS)
Here's a log from just launching and then exiting the game, with the relevant section quoted below. 0.097 Warning Display.cpp:48: Installing audio failed retrying... 0.602 Warning Display.cpp:48: Installing audio failed retrying... 1.106 Warning Display.cpp:48: Installing audio failed retrying... 1....
- Wed May 10, 2017 11:33 pm
- Forum: Technical Help
- Topic: "Couldn't initialize audio, audio is disabled" (macOS)
- Replies: 3
- Views: 2369
"Couldn't initialize audio, audio is disabled" (macOS)
I'm encountering an error message, "Couldn't initialize audio, audio is disabled" when launching the game. I'm running macOS Sierra 10.12.4 on a mid-2011 iMac. I'm not using Steam. I've found threads about similar issues on Linux, but the solutions don't seem applicable to macOS. I just go...