Search found 17 matches
- Tue Sep 17, 2019 11:38 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 71548
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I've just read through the discussion of pipes and mixing, and it seems like trying to cope with this at construction time is going to be enormously problematic both from an implementation perspective as well as for players (esp. newcomers, blueprint users, etc.) The prior design, which made roundin...
- Mon Nov 26, 2018 8:11 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I have sent over 50,000 satellites.
- Replies: 41
- Views: 31649
Re: I have sent over 50,000 satellites.
It's also fun to batch 'em up for simultaneous launches. (This 750-rocket launch took me from 65144 satellites to 65894 ...)
- Mon Nov 26, 2018 8:03 am
- Forum: Show your Creations
- Topic: Megabase in progress
- Replies: 10
- Views: 7410
Re: Megabase in progress
1M science/hour is very big -- I can't think of seeing any bases quite that large. My gigatrain base is one of the larger ones, at 10K science/minute (600K/hour, or 1 rocket every 6 seconds). I stopped scaling it when I reached !)K SPM since performance was suffering. (For huge bases, the number of ...
- Mon Nov 26, 2018 7:42 am
- Forum: Ideas and Suggestions
- Topic: Player should be injured by nearby rocket launches
- Replies: 2
- Views: 1333
Player should be injured by nearby rocket launches
A player standing too close to a rocket launch should be harmed by the rocket's fire.
And someone standing in the middle of 750 launching rockets should be incinerated.
And someone standing in the middle of 750 launching rockets should be incinerated.
- Mon Nov 26, 2018 7:13 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 25583
Re: Gigatrains: 720-car trains supplying a 10K science/min base
Out of curiosity, I tried launching 750 rockets simultaneously. Here's a screen shot of the launch, and this post also has an screen shot from one where the row launch times are staggered.
- Mon Nov 26, 2018 7:06 am
- Forum: Show your Creations
- Topic: Max rockets in flight? (Screenshots of a 750-rocket launch...)
- Replies: 1
- Views: 2780
Max rockets in flight? (Screenshots of a 750-rocket launch...)
I was curious about how many rockets can be in flight at once, so I set up a 750-rocket simultaneous launch which the game handles just fine (screenshots below). Has anyone tried a bigger launch? P.S. If anyone is curious, the factory that set up the launch is designed to scale by increasing the len...
- Sun Oct 28, 2018 6:17 am
- Forum: Technical Help
- Topic: UPS hit from "Artillery Shell Range" research
- Replies: 7
- Views: 3607
Re: UPS hit from "Artillery Shell Range" research
I think the UPS drop resulted from the (major) enlargement of the explored map area, including associated tracking of biters/etc. Previously, only a small distance beyond the walls of my factory could be seen in the map view. At least for solar fields that don't pollute, I assume the generated regio...
- Fri Oct 26, 2018 7:49 am
- Forum: Ideas and Suggestions
- Topic: Late stage feedback/balancing/issues
- Replies: 15
- Views: 4288
Late stage feedback/balancing/issues
I've played for a few hundred hours, and think the game is incredible. Still, there are some tasks that seem unnecessarily cumbersome later in the game (and, yes, I know some of these can be addressed via mods): Long-distance character movement. Riding trains huge distances is tedious. A faster char...
- Fri Oct 26, 2018 7:38 am
- Forum: Technical Help
- Topic: UPS hit from "Artillery Shell Range" research
- Replies: 7
- Views: 3607
UPS hit from "Artillery Shell Range" research
Has anyone else found that doing 'artillery shell range research' caused a hit to UPS (in a very large base). I hoped doing a bunch of artillery shell range research might help UPS by clearing out biter nests near my base, so I researched it up to level 10. Instead of helping, however, this seems to...
- Fri Oct 26, 2018 7:17 am
- Forum: Won't fix.
- Topic: [0.16.51] Mining construction robots resets their power
- Replies: 1
- Views: 1102
[0.16.51] Mining construction robots resets their power
Not sure if this a bug, a cheat, or correct operation... When building with a personal roboport whose batteries are out, the robots wait around the player until there's enough electricity to charge. A cheat/bug to skip this delay is to simply mine the robot (right click with the mouse). This brings ...
- Fri Oct 26, 2018 7:12 am
- Forum: Not a bug
- Topic: [0.16.51] Train stop train summary - stations are mis-ordered
- Replies: 4
- Views: 1924
[0.16.51] Train stop train summary - stations are mis-ordered
When clicking on a train stop, a dialog box pops up with information abut the stop. In this dialog, there is a section "trains with this stop". In that section, the list of stops under the map are in a different order from the stops in the train schedule.
- Fri Oct 26, 2018 7:07 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 25583
Re: Gigatrains: 720-car trains supplying a 10K science/min base
This unit produces nuclear fuel to power the trains. Each train needs 480 nuclear fuel to get started, since there are 120 engines which each carry 3 fuel + 1 being burned. After that, I have so many locomotives going that they burn through a good amount of fuel. As I noted in my main post, nuclear ...
- Fri Oct 26, 2018 6:52 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 25583
Re: Gigatrains: 720-car trains supplying a 10K science/min base
For bootstrapping this monster, the largest pre-construction task was building ~150K modules required. Each of the 60 chunks takes 1.3K productivity 3 modules and 1.2K speed 3. Although level 3 modules take a lot of raw ingredients, they're easy to transport, so I build this off on the western edge ...
- Mon Oct 22, 2018 5:02 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 25583
Re: Gigatrains: 720-car trains supplying a 10K science/min base
My bootstrap factory is in the center, surrounded by fields of solar & accumulators:
The solar fields pretty much all follow the same blueprint, which looks like this:
- Fri Oct 19, 2018 9:43 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 25583
Re: Gigatrains: 720-car trains supplying a 10K science/min base
Have you ever thought about how to park a 720-car train while working on your base? Here's a my 4-train parking structure with trains in it. (To expand to longer trains, I just add more loops.) TrainParkingWithTrain.jpg It's a bit easier to see in the map view (with the mouse pointing to one train s...
- Thu Oct 18, 2018 11:12 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 25583
Re: Gigatrains: 720-car trains supplying a 10K science/min base
In case anyone is wondering, the real world's longest train is 690 cars ... which is partly why I kept going to 720 cars. Here's a photo of the complete science construction area: OverallFactory.jpg And this shows one chunk: OneFactoryChunk.jpg The blueprint exceeds the 60000 character limitation of...
- Thu Oct 18, 2018 10:11 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 25583
Gigatrains: 720-car trains supplying a 10K science/min base
Instead of scaling by adding more trains, I wondered what would happen if I scaled by making *longer* trains. It actually works great! And it's hilarious to watch. My base currently launches a rocket produces 10K science/min (including one rocket launch every 6 game seconds) using just a handful of ...