Search found 9 matches

by hassad
Sun Sep 13, 2015 7:57 pm
Forum: Mods
Topic: [0.12.0] Bulldozer
Replies: 11
Views: 11165

[0.12.0] Bulldozer

I updated the bulldozer mod by Cheata. Along with the changes brought on by the Great Renaming of 2015, I've also tweaked a number of balance issues I had with the original mod: Lowered vehicle health from 2500 to 1500. Lowered the weight from 20000 to 5000. Changed the tech requirements from Tanks ...
by hassad
Fri May 15, 2015 6:55 am
Forum: Show your Creations
Topic: Yet another science setup.
Replies: 14
Views: 33964

Re: Yet another science setup.

Looks nice. I like how you merged the battery and steel together. It's a lot cleaner than what I typically do. I think I'll also give the way you have your green circuit production a try on my next playthrough.
by hassad
Thu May 07, 2015 7:37 pm
Forum: Show your Creations
Topic: Yet another science setup.
Replies: 14
Views: 33964

Re: Yet another science setup.

I'm afraid your math is a bit off RoddyVR. You're neglecting the crafting speed of the various assemblers/chem plants. Remember that blue assemblers have a crafting speed of 0.75, and chemical plants have a speed of 1.25. To calculate the maximum ideal output of a recipe the formula is: Items/Time =...
by hassad
Mon May 04, 2015 4:26 pm
Forum: Show your Creations
Topic: Yet another science setup.
Replies: 14
Views: 33964

Re: Yet another science setup.

I have my science production calibrated in this setup to be producing one science of each type every 1/3 of a second. I chose this rate because the vast majority of science topics consume science packs at the rate of 1 pack per 30 seconds per lab or slower (which is what the 82% figure is referring ...
by hassad
Sun Apr 05, 2015 10:26 am
Forum: Show your Creations
Topic: Yet another science setup.
Replies: 14
Views: 33964

Yet another science setup.

Here's a science setup I came up with. It can handle most research topics (about 82%) without being bottlenecked by science pack production. I haven't run into steel production issues until later in the game, and I may need another smelter or two for it.

Image
by hassad
Mon Mar 09, 2015 1:17 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Science Pack Production vs. Number of Laboratories
Replies: 8
Views: 60063

Re: Science Pack Production vs. Number of Laboratories

Indeed. After only a couple stabs at setups I'm already addicted. :D
by hassad
Mon Mar 09, 2015 8:30 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Science Pack Production vs. Number of Laboratories
Replies: 8
Views: 60063

Re: Science Pack Production vs. Number of Laboratories

Wow, I had no idea that existed. Not sure how much I want to use it since I had just as much fun playing in Excel as I did in the game itself. Well, for anyone curious, the ideal ratio I've found is 1/30 packs per second per lab for all types of science packs.
by hassad
Mon Mar 09, 2015 7:19 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Science Pack Production vs. Number of Laboratories
Replies: 8
Views: 60063

Re: Science Pack Production vs. Number of Laboratories

After a bit of testing in game I've found my recommendations are wildly too high. Many thanks to onebit for shocking me into rechecking my analysis. The new spreadsheet can be found here , and is much more flexible. Also thanks to Xuhybrid for the better table format. Corrected recommendations: +---...
by hassad
Thu Mar 05, 2015 8:10 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Science Pack Production vs. Number of Laboratories
Replies: 8
Views: 60063

Science Pack Production vs. Number of Laboratories

I haven't found any information on how much science should be produced as a function of the number of labs you have. What I have seen is the 5:6 red to green production ratio, and the general target of 1 pack per second, but I wanted to see if that was strictly necessary. Different research topics r...

Go to advanced search