The two "leaning" behaviours you describe are both in your head.
Basic bitter rule is something like "in range of target, start shooting" and since the spitters shoot just a bit farther then your turrents (get lasers, they outrange spitters), they win that fight. The ones that come too close (when ...
Search found 96 matches
- Tue Mar 13, 2018 5:57 pm
- Forum: General discussion
- Topic: Let's Talk about the Bitters A.I
- Replies: 5
- Views: 3568
- Tue Feb 20, 2018 11:31 am
- Forum: Gameplay Help
- Topic: Power poles self-destruct on their own in .15?
- Replies: 23
- Views: 8132
Re: Power poles self-destruct on their own in .15?
As a halfway measure (ie will greatly extend the life of your network, but does not guarantee safety)
Put Electric poles twice as often/ so that if one is killed, its two neighbors will be in reach of eachother (i'm almost certain they will auto connect, though truthfully havent tested).
That way ...
Put Electric poles twice as often/ so that if one is killed, its two neighbors will be in reach of eachother (i'm almost certain they will auto connect, though truthfully havent tested).
That way ...
- Mon Jun 19, 2017 5:19 am
- Forum: Gameplay Help
- Topic: Train stuck by priority ?!?!
- Replies: 6
- Views: 3404
Re: Train stuck by priority ?!?!
train 1 cant go forward cause train 2 is in the next block. this makes sense to you right?
but train 2 cant go forward because train 1 is actualy in the block that makes the intersection. there are no signals at all between the intersection and the top station where train 1 is parked.
what you need ...
but train 2 cant go forward because train 1 is actualy in the block that makes the intersection. there are no signals at all between the intersection and the top station where train 1 is parked.
what you need ...
- Thu Jun 08, 2017 5:16 am
- Forum: General discussion
- Topic: any end game feature suggestion ?
- Replies: 11
- Views: 4262
Re: any end game feature suggestion ?
building in space was and remains a good idea, but in itself it'll only push off the need for an endgame. its not an endgame in itself.
Even if EVERYTHING you use in space has to be sent up in rocktes (including ores, cause there are very few asteroids close by the majority of planets, so forget ...
Even if EVERYTHING you use in space has to be sent up in rocktes (including ores, cause there are very few asteroids close by the majority of planets, so forget ...
- Thu Jun 08, 2017 5:05 am
- Forum: General discussion
- Topic: what machine you want to see in next update ?
- Replies: 29
- Views: 10659
Re: what machine you want to see in next update ?
I think the next step has to be automated bitter extermanation.
It can be really simple to start with, even something like making so that cars/tanks can have a vector set (preferably via circut network) and they do their best to follow that direction and shoot all enemies (and trees optionaly )they ...
It can be really simple to start with, even something like making so that cars/tanks can have a vector set (preferably via circut network) and they do their best to follow that direction and shoot all enemies (and trees optionaly )they ...
- Mon Apr 24, 2017 5:15 am
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 32307
Re: Getting rid of alien artifacts is a bad idea
I liked fighting the bitters. What's more important, my wife liked watching me fight the bitters. Because it was a process she could easily understand even without ever playing the game, the rest of the game looks like a complete mystery to someone who doesnt play it. when i switched to the ...
- Mon Mar 06, 2017 5:14 am
- Forum: Gameplay Help
- Topic: Embarrassed about my first pipe attempt
- Replies: 5
- Views: 2481
Re: Embarrassed about my first pipe attempt
Pipe readout does not show flow rate, it shows amount of liquid in pipe (presumably after the last tick update), since 1 barreling factory outpaces your oil production (probably by more then 10 to1, dont remember numbers off hand), the factory is sucking up all the oil in the last pipe every tick ...
- Wed Feb 15, 2017 10:41 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 59526
Re: Friday Facts #177 - Difficulty settings
Alien artifacts being removed? Yet they just got a new icon! I think that there might've been a communication error there.
I think they got their new icon BECAUSE they're being removed. Otherwise the icon would have been wasted entirely. Looks more like scales than artifacts, though.
Why do ...
I think they got their new icon BECAUSE they're being removed. Otherwise the icon would have been wasted entirely. Looks more like scales than artifacts, though.
Why do ...
- Tue Feb 14, 2017 1:06 pm
- Forum: Gameplay Help
- Topic: I don't know how to disable this command
- Replies: 9
- Views: 3903
Re: I don't know how to disable this command
I'm not sure i'm reading that right, but will it generate spawners in every possible spot (ie packed tight like no tomorow) or something sparce like 1/chunk or something&
a command that'll max populate the map would be interesting for testing "impenetrable wall" claims.
a command that'll max populate the map would be interesting for testing "impenetrable wall" claims.
- Mon Feb 13, 2017 5:34 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 59526
Re: Friday Facts #177 - Difficulty settings
The options include: simple, normal, and complex. At the moment the base game only has definitions for 'normal' but we may expand it.
To everyone who's complaining about dificulty settings messing with competitiveness, read that line again.
As fat as i understand, all they're adding right now is ...
To everyone who's complaining about dificulty settings messing with competitiveness, read that line again.
As fat as i understand, all they're adding right now is ...
- Sat Feb 11, 2017 11:26 am
- Forum: General discussion
- Topic: Your own challenges?
- Replies: 6
- Views: 3294
Re: Your own challenges?
Launch rocket on 64x64 map (or possibly smaller, but I know it is possible on 64x64). Even though it is probably easier than doing it on width 9 map. How much time did it take?
I havent spent a day trying to find a map where this might be atleast theoreticaly possible, but i have just generated ...
I havent spent a day trying to find a map where this might be atleast theoreticaly possible, but i have just generated ...
- Sat Feb 11, 2017 10:55 am
- Forum: General discussion
- Topic: Your own challenges?
- Replies: 6
- Views: 3294
Re: Your own challenges?
Launch rocket on 64x64 map (or possibly smaller, but I know it is possible on 64x64). Even though it is probably easier than doing it on width 9 map. How much time did it take?
wow (at both the OP's 9 wide, and that 64*64 is possible. i would have thougth at that small a map, getting enough ...
wow (at both the OP's 9 wide, and that 64*64 is possible. i would have thougth at that small a map, getting enough ...
- Sat Feb 11, 2017 5:28 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 59526
Re: Friday Facts #177 - Difficulty settings
I always check FFF on every Friday hoping to hear some good news about the next release. I've been waiting for a while now because I want to play a game with the new blueprint system. I'm kind of tired of having to reinvent the wheel and it makes the game very tedious. That said, my game is on hold ...
- Wed Feb 08, 2017 8:05 am
- Forum: Gameplay Help
- Topic: I don't know how to disable this command
- Replies: 9
- Views: 3903
Re: I don't know how to disable this command
explore more map,
that will create new chunks
keep eploring till you find some bitter nests.
go back to you base,
leave game running for a few hours (or increase speed if your base isnt huge and comp can handle it)
the bitters will spread out and repopulate the earth
that will create new chunks
keep eploring till you find some bitter nests.
go back to you base,
leave game running for a few hours (or increase speed if your base isnt huge and comp can handle it)
the bitters will spread out and repopulate the earth
- Wed Feb 01, 2017 1:53 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 74658
Re: Train station skipping conditions
wow. Interesting thread... but confusing, cause there are like 3 seperate topics being discussed (while everyone thinks there's only their 1 topic here).
topic 1 (OP i think). add some smart train stuff before .15 cause there's not enough now. i think this topic can be dropped at this poing in time ...
topic 1 (OP i think). add some smart train stuff before .15 cause there's not enough now. i think this topic can be dropped at this poing in time ...
- Mon Jan 30, 2017 5:32 am
- Forum: Gameplay Help
- Topic: Inserter's not loading off belts to factories
- Replies: 5
- Views: 2620
Re: Inserter's not loading off belts to factories
assemblers effectively have 2 modes of operation.
1. when they are completely hand fed (no inserter feeding them materials). in which case they will keep making their recepie untill they run out of a material or the output slot has a full stack in it and cant fit more.
2. when there is atleast one ...
1. when they are completely hand fed (no inserter feeding them materials). in which case they will keep making their recepie untill they run out of a material or the output slot has a full stack in it and cant fit more.
2. when there is atleast one ...
- Fri Jan 27, 2017 4:44 am
- Forum: Gameplay Help
- Topic: Train acceleration and speed
- Replies: 7
- Views: 7525
Re: Train acceleration and speed
I'm still using L-CC trains because the last time i looked into this topic, the answer was:
1 locomotive by itself = highest accell and top speed.
1 loc per 2 cars (or reverced loc) second best.
I dont remember exactly where or what i read back then, but my impression was that a LL-CCCC train would ...
1 locomotive by itself = highest accell and top speed.
1 loc per 2 cars (or reverced loc) second best.
I dont remember exactly where or what i read back then, but my impression was that a LL-CCCC train would ...
- Fri Jan 20, 2017 3:53 am
- Forum: Balancing
- Topic: Chemical plants should have a crafting speed of 1
- Replies: 5
- Views: 3242
Re: Chemical plants should have a crafting speed of 1
I agree. I think blue assemblers and chem plants should both be craft speed 1, as they are the ones players use when first trying to get "perfect ratios" in their production lines.
- Mon Jan 09, 2017 5:26 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: T1-T2-T3 efficient production
- Replies: 1
- Views: 4014
Re: T1-T2-T3 efficient production
What does efficient mean to you?
You could mean prety or space efficient, in which case my reply has no meaning,
I assume that you mean no bottle necks that could be fixed by another assembly machine.
And it seems to me that your 1 gear assembly needs to be doubled (almost) to keep up with the ...
You could mean prety or space efficient, in which case my reply has no meaning,
I assume that you mean no bottle necks that could be fixed by another assembly machine.
And it seems to me that your 1 gear assembly needs to be doubled (almost) to keep up with the ...
- Mon Dec 26, 2016 10:39 am
- Forum: Ideas and Suggestions
- Topic: 1x2, 2x2, 3x2 or 6x2 tiles large (smart) chests
- Replies: 6
- Views: 2960
Re: 1x2, 2x2, 3x2 or 6x2 tiles large (smart) chests
+1.
I'd say 1*2 would be best. anything larger would need to be in addition to the 1*2 size (cause otherwist you're restricting it to wide space for no reason), and wouldnt server a purpose thta a 1*2 plus a few regurar chests couldnt solve.
good building blocks are better than ready sollutions ...
I'd say 1*2 would be best. anything larger would need to be in addition to the 1*2 size (cause otherwist you're restricting it to wide space for no reason), and wouldnt server a purpose thta a 1*2 plus a few regurar chests couldnt solve.
good building blocks are better than ready sollutions ...