Search found 319 matches

by astroshak
Tue Nov 24, 2020 10:05 am
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 24
Views: 681

Re: your thoughts on menu simulation

I like it, a lot.

I’d love to actually make it my PC’s desktop wallpaper.
by astroshak
Sat Nov 14, 2020 1:41 pm
Forum: General discussion
Topic: Whoops
Replies: 5
Views: 364

Re: Whoops

Not like its hard to automate them.

But, he’s now prepped for an almost 48k SPM base ... silos anyway!
by astroshak
Thu Nov 12, 2020 11:45 pm
Forum: Gameplay Help
Topic: Self-Made Belt Balancers
Replies: 21
Views: 1249

Re: Self-Made Belt Balancers

I just take the easy way out. Since most balancers are not designed to be Unlimited Throughput Unlimited, but seem to me they can effectively be made so simply by doubling them up (pasting the BP twice, one right after the other) I just go for the smallest BP that can handle the number of input belt...
by astroshak
Tue Nov 10, 2020 3:19 pm
Forum: Gameplay Help
Topic: Why dont trains never use my second stop?
Replies: 6
Views: 617

Re: Why dont trains never use my second stop?

I’m going to guess that your Stop 2 is slightly misaligned, and was put at the bend in the track. Try shifting it back a hair if you can.
by astroshak
Mon Nov 09, 2020 3:48 am
Forum: Gameplay Help
Topic: Train stop question
Replies: 10
Views: 1005

Re: Train stop question

I’ve had trains go around. Its usually preferred. I’ve also had trains go through if it was the only path. In fact, that was why I made the bypass, was so that trains had a route to go if they were not going to the station but were instead using it as a turn around. I do not make a habit of blocking...
by astroshak
Wed Nov 04, 2020 2:47 am
Forum: Gameplay Help
Topic: problem with logistic network and storage looping
Replies: 11
Views: 693

Re: problem with logistic network and storage looping

The only advice I can offer is ... Make sure that the Depot Demand and Depot Supply are NOT on the same road network. That, or stop using a Depot at all. I admit that some mods can make people laugh at this, but you really don’t want to be storing much of anything, you want to be using it almost as ...
by astroshak
Mon Nov 02, 2020 9:41 am
Forum: Gameplay Help
Topic: Monsters making the game unplayable for me
Replies: 10
Views: 843

Re: Monsters making the game unplayable for me

Biters are meant to be just another resource sink. You are meant to sink a few resources into defense, whether it be from building walls and turrets and feeding them ammo and later adding laser turrets and flamethrowers, or if its by getting supplies and going out to kill the nests, or (more likely)...
by astroshak
Thu Oct 22, 2020 8:31 pm
Forum: Gameplay Help
Topic: Missing something basic here!
Replies: 9
Views: 939

Re: Missing something basic here!

Yup. Put them into a box, set for 1 stack if that’s all you want to store. Or more (its 200 per stack).

The exception to this are the furnaces. Those will continue to operate until they have one stack of whatever they are producing buffered internally. Everything else makes a few and stops.
by astroshak
Thu Oct 22, 2020 12:44 pm
Forum: Gameplay Help
Topic: Problem with heavy oil
Replies: 11
Views: 433

Re: Problem with heavy oil?

Also use circuit control on your oil cracking plants once you switch to advanced oil processing. Turn off the supply of heavy oil to the HO crackers if you are short on lubricant. I take the opposite approach, but either way works. I have the refineries output to storage tanks, and I always have th...
by astroshak
Thu Oct 22, 2020 8:51 am
Forum: Gameplay Help
Topic: Problem with heavy oil
Replies: 11
Views: 433

Re: Problem with heavy oil?

4 Refineries? 3 Basic Oil Processing (BOP) produce 27 Petroleum Gas/second. 1 Advanced Oil Processing (AOP) produces 5 Heavy Oil/second, 9 Light Oil/second, 11 Petroleum Gas/second. Switching the three BOP to AOP would get you a grand total of 20 Heavy Oil/second, 36 Light Oil/second, 44 Petroleum G...
by astroshak
Sun Oct 18, 2020 9:51 pm
Forum: Gameplay Help
Topic: Building Train Setup Help
Replies: 9
Views: 656

Re: Building Train Setup Help

How do they get the even loafers to work? Loafers don’t work. That’s why they’re loafers. They loaf around. Loaders work by basically being a couple of inserters in the same space, without animation and what would be, if they were animated, a very fast turning speed. I’m not really a huge fan of lo...
by astroshak
Sun Oct 18, 2020 8:23 pm
Forum: Gameplay Help
Topic: Building Train Setup Help
Replies: 9
Views: 656

Re: Building Train Setup Help

Usually, I’ll have a building train that supplies me with stuff to build outposts with. Use filters and the red X slot lock to limit each Cargo Wagon to 12 items, and how many stacks of each item you want in the Cargo Wagon. If you want a building train to deliver stuff for automatic construction, y...
by astroshak
Fri Oct 16, 2020 2:13 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1302
Views: 179404

Re: Simple Questions and Short Answers

In other words, its based on the machine’s speed at that moment ... faster machines need more materials to keep running smoothly. AM1 would want so much Iron Plate to make Gears. AM3 with four PM3 modules, and 8 SM3 beacons around it, will request a lot more Iron Plate, but will also make a lot more...
by astroshak
Wed Oct 14, 2020 8:39 am
Forum: Gameplay Help
Topic: Using a gaming-mouse for combat (and more)?
Replies: 5
Views: 337

Re: Using a gaming-mouse for combat (and more)?

Generally, you don’t miss. Instead, you target anything (closest first I believe) in a cone centered around the mouse pointer. If I put my mouse over the nearest spawner, I’ll shoot at it with Spacebar. When something spawns (either that spawner or another one) and its within that cone, it is automa...
by astroshak
Tue Oct 13, 2020 3:40 pm
Forum: General discussion
Topic: "Widely used" settings that motivate the use of trains
Replies: 10
Views: 850

Re: "Widely used" settings that motivate the use of trains

EDIT - Sorry, did not realize (not sure how it happened) That I’d double posted.
by astroshak
Tue Oct 13, 2020 3:40 pm
Forum: General discussion
Topic: "Widely used" settings that motivate the use of trains
Replies: 10
Views: 850

Re: "Widely used" settings that motivate the use of trains

I don’t mess with Death World level of biter settings, but I routinely turn ore chance to the bare minimum, 17%. Even then I still get a lot of patches. I also set both water size and frequency to the max. This gives me huge lakes and oceans. My last game even had me on a large island, large enough ...
by astroshak
Mon Oct 12, 2020 1:09 pm
Forum: General discussion
Topic: Is high train braking force better? Not really...
Replies: 20
Views: 1181

Re: Is high train braking force better? Not really...

Momentum likely plays a part, in the vein of a larger or heavier train taking more time and distance to stop. Remove this from consideration by considering equal trains, such as only looking at the effects of braking force tech on LLLCCCCCCCC trains, or whatever train configuration you want to use.
by astroshak
Mon Oct 12, 2020 1:05 pm
Forum: General discussion
Topic: The RTS Twist
Replies: 8
Views: 461

Re: The RTS Twist

Usually a destroyed car results in a dead player. That’s why people reload I think. There is also the ammo and fuel in the car that was lost. But I tend to ignore the two vehicular options anyway; I approach with AP ammo and some grenades, on foot, and clear what I can. What I cannot I defend agains...
by astroshak
Mon Oct 12, 2020 2:18 am
Forum: General discussion
Topic: The RTS Twist
Replies: 8
Views: 461

Re: The RTS Twist

AAI is your best bet for this. But, it does not really work. This is because the biters have basically one resource, Spawners. They keep spitting out replacement biters/spitters frequently until killed. The ONLY way to have a “you both lost some” outcome is basically an incomplete win : you take out...
by astroshak
Sun Oct 11, 2020 10:22 pm
Forum: Gameplay Help
Topic: Force blueprint on water to add landfill as needed?
Replies: 10
Views: 862

Re: Force blueprint on water to add landfill as needed?

I’ll have to double check, because I’m not seeing the ability to BP tiles in my current (modded) games ... But you used to be able to BP Landfill. I built my nuclear reactor BP’s with Landfill. The trick is, the land must BE Landfill. It won’t take it if the tile is regular land. So you basically ha...

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