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 ...
Search found 9 matches
- Sun Sep 13, 2015 7:57 pm
- Forum: Mods
- Topic: [0.12.0] Bulldozer
- Replies: 11
- Views: 12468
- Fri May 15, 2015 6:55 am
- Forum: Show your Creations
- Topic: Yet another science setup.
- Replies: 14
- Views: 35657
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.
- Thu May 07, 2015 7:37 pm
- Forum: Show your Creations
- Topic: Yet another science setup.
- Replies: 14
- Views: 35657
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 ...
- Mon May 04, 2015 4:26 pm
- Forum: Show your Creations
- Topic: Yet another science setup.
- Replies: 14
- Views: 35657
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 ...
- Sun Apr 05, 2015 10:26 am
- Forum: Show your Creations
- Topic: Yet another science setup.
- Replies: 14
- Views: 35657
- Mon Mar 09, 2015 1:17 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Science Pack Production vs. Number of Laboratories
- Replies: 8
- Views: 64952
Re: Science Pack Production vs. Number of Laboratories
Indeed. After only a couple stabs at setups I'm already addicted. 

- Mon Mar 09, 2015 8:30 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Science Pack Production vs. Number of Laboratories
- Replies: 8
- Views: 64952
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.
- Mon Mar 09, 2015 7:19 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Science Pack Production vs. Number of Laboratories
- Replies: 8
- Views: 64952
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 ...
Corrected recommendations ...
- Thu Mar 05, 2015 8:10 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Science Pack Production vs. Number of Laboratories
- Replies: 8
- Views: 64952
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 ...