Search found 250 matches
- Thu Mar 01, 2018 3:07 am
- Forum: Gameplay Help
- Topic: Constructor bots priority
- Replies: 6
- Views: 3486
Re: Constructor bots priority
In 0.16 you can change the passive provider to a storage chest and apply a filter for the item you want inside it. I do that for all of my items crafted in my shopping mall. Depending on the volume of items in your network, all of one item type may fit in that one chest. Bots will favor putting that ...
- Sat Feb 24, 2018 7:01 pm
- Forum: General discussion
- Topic: steam turbine max chain length.
- Replies: 6
- Views: 6753
Re: steam turbine max chain length.
I am using a straight line of 28 turbines in my nuclear setup and it seems to get the steam all the way to the end just fine.
- Fri Feb 16, 2018 4:25 pm
- Forum: Gameplay Help
- Topic: Logistic Buffer chests - why?
- Replies: 17
- Views: 37320
Re: Logistic Buffer chests - why?
They are also handy for seeder factories. You know, the part of your factory where you build structures to expand.
- Connect circuit network between inserter feeding into buffer chest and said buffer chest. Inserter active only when everything <40
- Buffer chest set to demand 400 of that type of ...
- Connect circuit network between inserter feeding into buffer chest and said buffer chest. Inserter active only when everything <40
- Buffer chest set to demand 400 of that type of ...
- Wed Feb 14, 2018 4:03 pm
- Forum: General discussion
- Topic: Using Artillery for exploration
- Replies: 12
- Views: 8493
Re: Using Artillery for exploration
Although those holes do make my OCD cry.
He's right OP, you need to shoot more shells faster and fill in the gaps!
I was able to clean it up later, but when I took the screenshot I only had about 20 shells at each artillery cannon, so I initially had to use them somewhat sparingly. Once my ...
- Sat Feb 10, 2018 12:10 am
- Forum: Gameplay Help
- Topic: Train stops and trains en route
- Replies: 1
- Views: 1344
Train stops and trains en route
Does a train stop know if a train is en route? I am hoping there is a circuit test I can do to check for that so as not to disable a train stop if it knows that a train is already on the way. I have been having trouble with train stops disabling themselves due to logistic network conditions, but ...
- Thu Feb 08, 2018 4:17 pm
- Forum: Gameplay Help
- Topic: Testing nuclear reactors ratios and layouts in 0.16
- Replies: 12
- Views: 7974
Re: Testing nuclear reactors ratios and layouts in 0.16
My setup has rows 16 exchangers on each side with a water pump on either end of the exchangers. I'm not sure how good or bad that is for the fluid flow, but it seems to be working fine for me so far. Some creative use of landfill allows me to place the water pumps right where I need them. I then ...
- Thu Feb 08, 2018 2:52 am
- Forum: General discussion
- Topic: Lets talk production window, shall we? :)
- Replies: 4
- Views: 3335
Re: Lets talk production window, shall we? :)
I wouldn't mind a 3rd view that was simply the net value of production - consumption, make it black or green if the net is positive, show it red if the net is negative. Being able to see that at a glance for each time frame would be handy. A graph view would have a center line of 0 and would show a ...
- Thu Feb 08, 2018 2:45 am
- Forum: General discussion
- Topic: Using Artillery for exploration
- Replies: 12
- Views: 8493
Re: Using Artillery for exploration
My image above actually shows a few radars that were able to run to max scan their range and that may be useful for comparison. I use RSO and enjoy being forced to build extensive rail networks, so this works great for me. I like this feature for finding out if a land mass is an island or if it's ...
- Wed Feb 07, 2018 4:29 am
- Forum: General discussion
- Topic: Using Artillery for exploration
- Replies: 12
- Views: 8493
Using Artillery for exploration
This sure saves me a lot of running around! The best part is I was no where near this part of the map, I was way north of this area, but I can fire at anything in range of any artillery turret on the whole map. This also makes the artillery range infinite research fairly useful for more than just ...
- Tue Jun 06, 2017 4:29 pm
- Forum: Balancing
- Topic: 0.15 Pumpjack gives too much oil.
- Replies: 19
- Views: 9220
Re: 0.15 Pumpjack gives too much oil.
It's an infinite resource that the OP set to big and rich. I don't see a problem here. Don't forget to factor in RNG too, his oil fields may have had an above average yield for his map relative to distance from the starting area due to RNG.
I would be more interested to see numbers from multiple ...
I would be more interested to see numbers from multiple ...
- Sat Jun 03, 2017 5:01 pm
- Forum: Gameplay Help
- Topic: Shield charge rate bonus!
- Replies: 1
- Views: 1678
Re: Shield charge rate bonus!
Meh, I'll just stick with 3 fusion, 4 shield and no batteries. I've never needed more than that, and I like to have other things in my armor. We have enough tools at our disposal that making yourself unkillable is not really necessary.
- Sat Jun 03, 2017 4:56 pm
- Forum: Gameplay Help
- Topic: Whats the best 'white science' to research first?
- Replies: 2
- Views: 2942
Re: Whats the best 'white science' to research first?
I personally always grab the first couple ranks of everything I use (the 1000 and 2000 cost ones), ignoring any military ones I don't use as often, and then I focus on mining productivity.
Those first ranks are especially good for logistic bot speed (65% each I think). I will do whatever my most ...
Those first ranks are especially good for logistic bot speed (65% each I think). I will do whatever my most ...
- Thu Jun 01, 2017 6:08 pm
- Forum: Gameplay Help
- Topic: help about logistic chest item list
- Replies: 2
- Views: 1713
Re: help about logistic chest item list
Are you talking about a single specific chest or the contents of your whole network? If it is the latter, then you can use the logistic networks window (default keybind is "L") to view the contents of your whole network.
- Wed May 31, 2017 8:35 pm
- Forum: Gameplay Help
- Topic: Multiple Trains vs Bigger Trains?
- Replies: 11
- Views: 11332
Re: Multiple Trains vs Bigger Trains?
If you use one train for multiple types of cargo that adds a layer of complexity that many people don't want to deal with. I design my trains so that ALL of them only have one kind of cargo, the main exception to this is a defense supply train that brings things like turrets, walls, ammo, repair ...
- Wed May 31, 2017 2:14 am
- Forum: Gameplay Help
- Topic: Multiple Trains vs Bigger Trains?
- Replies: 11
- Views: 11332
Re: Multiple Trains vs Bigger Trains?
Managing trains and tracks are a huge source of fun in this game for many, so a lot of it comes down to personal preference. Smaller trains are often faster on the track, larger trains may take much longer to load and unload. I think the important element is to design your entire rail network from ...
- Mon May 29, 2017 4:35 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 32669
Re: Logistics net: Less research needed
The Devs clearly intend for robots to be an endgame solution to solve all problems
That is not clear to me - requester chests were on blue science <=0.14 - no alien science needed. This placed it nicely as a mid-game feature. So what changed in 0.15 that it's now an end-game feature? Nothing that ...
That is not clear to me - requester chests were on blue science <=0.14 - no alien science needed. This placed it nicely as a mid-game feature. So what changed in 0.15 that it's now an end-game feature? Nothing that ...
- Mon May 29, 2017 4:24 pm
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 8276
Re: My trains keep trying to loop...
A significant part of this specific case is the size of the track sections. There simply isn't enough room for a full train in some of the sections. In particular the northern and southern roundabouts are very close together, there is only room for a single locomotive there.
The reason for this ...
The reason for this ...
- Mon May 29, 2017 4:09 pm
- Forum: Gameplay Help
- Topic: Those damn train signals
- Replies: 9
- Views: 4630
Re: Those damn train signals
I usually use this rule:
If a track crosses another track place a chain signal infront of the crossing on both lines and a rail signal after.
If two tracks converge ... do the same. It works always.
It is really not needed to place chain signals for mergers. If a train blocks the merge, it can ...
If a track crosses another track place a chain signal infront of the crossing on both lines and a rail signal after.
If two tracks converge ... do the same. It works always.
It is really not needed to place chain signals for mergers. If a train blocks the merge, it can ...
- Mon May 29, 2017 4:04 pm
- Forum: Gameplay Help
- Topic: Why won't my circuit-enabled pumps pump?
- Replies: 8
- Views: 6053
Re: Why won't my circuit-enabled pumps pump?
Well like I said before, in your image the pumps were not connected to the fluid wagon, so something was off. If you look closely there's actually a very cool animation of little arms that reach to the top of the fluid wagon tank to connect the pump. It's pretty cool and it will show you if things ...
- Mon May 29, 2017 3:58 pm
- Forum: General discussion
- Topic: Chest provision
- Replies: 7
- Views: 4395
Re: Chest provision
The answer is to use conditions on your inserters by connecting them to your logistic network. If you used a belt based design for automating the crafting of the 3 belt types, then I recommend rebuilding that to be a purely bot based build. Have your yellow belt assembler only get inserted ...