Search found 42 matches

by omega_haxors
Sun Apr 03, 2016 9:14 am
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 59889

Re: Supression of the size shift of electric furnaces

Having it larger is actually a HUGE upgrade, here's why: By having a 2x2 furnace, you're limited to 2 inserters per size. That means a single furnace can have up to 8 inserters controlling the furnace. By having a 3x3 furnace, however, you get 3 inserters per size, increasing the limit to 12 and giv...
by omega_haxors
Sun Apr 03, 2016 9:05 am
Forum: Balancing
Topic: On the doubled damage of turrets
Replies: 5
Views: 2617

Re: On the doubled damage of turrets

Still takes way more effort and logistics to set up than a laser system, which i'm glad to see. If you think your powerful turrets are going to be carrying you, think again. The higher level enemies will quickly shrug off the bonus damage and without proper planning will end very poorly for your sav...
by omega_haxors
Sun Apr 03, 2016 8:55 am
Forum: Balancing
Topic: Passive providers chests are useless when you get them
Replies: 10
Views: 10456

Re: Passive providers chests are useless when you get them

Different strokes for different folks. Either you can have a basic passive system where everything is requested when needed at the cost of sometimes efficiency. Or you could design a fully automated pseudo-belt system to allow complete control over the entire network and keep things moving very quic...
by omega_haxors
Sun Apr 03, 2016 8:20 am
Forum: Gameplay Help
Topic: Biters to hard regular difficulty
Replies: 9
Views: 6738

Re: Biters to hard regular difficulty

Biters, as far as their health and damage output, are perfectly balanced. The issue comes from the fact that their explosive resistance is WAY too high explosive weapons hardly do any damage at all, meaning that you have no mid-game viable weapons to deal with them once the bullet resistance goes up...
by omega_haxors
Sat Jul 04, 2015 4:04 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 161716

Re: Count to 1,000,000

301 spells loe backwards.

301
by omega_haxors
Mon Jun 29, 2015 1:28 am
Forum: Outdated/Not implemented
Topic: Triggered Machinery
Replies: 5
Views: 10742

Re: Triggered Machinery

2) Due to the automation logic of inserters, there's no way to control an inserter to put more than 5 of a resource into a machine, or to pick up a items at a certain speed. AFAIK there's no way to change this. use fast inserter to put the item on the ground and the smart inserter to put it in the ...
by omega_haxors
Sun Jun 28, 2015 6:00 am
Forum: Outdated/Not implemented
Topic: Triggered Machinery
Replies: 5
Views: 10742

Re: Triggered Machinery

this is already possible, by making some use of circuits. With 0.12 much easier. With 0.13 no problem. Sure it can be done but the issue arises from two small things: 1) It cannot be guaranteed that an item is processed without forcing the machine to only work with one type. At that point, the syst...
by omega_haxors
Sat Jun 27, 2015 4:19 am
Forum: Ideas and Suggestions
Topic: Modules for Radars
Replies: 10
Views: 4006

Re: Radars

I'm torn on this one. On one hand, your first experience with module slots doesn't come until the mid game. On the other hand it doesn't make sense that an electronic and advanced radar can't be modulized. Having a Radar Mk2 would solve this but goes against the design of the game. electric mining ...
by omega_haxors
Fri Jun 26, 2015 8:36 am
Forum: Ideas and Requests For Mods
Topic: RepairChest Mod
Replies: 33
Views: 18276

Re: RepairChest Mod

Nevermind. This trick won't work at all. The AI for the bots will take a repair pack from their home, use it up, and then find the chest and return home rather than go back to work. You may as well just pump the repair pack straight into the port.
by omega_haxors
Fri Jun 26, 2015 8:18 am
Forum: Ideas and Requests For Mods
Topic: RepairChest Mod
Replies: 33
Views: 18276

Re: RepairChest Mod

You would be surprised what you can do with the wire network. That said, the problem boils down to what you mentioned; sooner or later you need to get resources from somewhere, and that somewhere tends to be the closest storage chest. Although the solution may be a lot simpler than we have been thin...
by omega_haxors
Fri Jun 26, 2015 7:51 am
Forum: Ideas and Requests For Mods
Topic: RepairChest Mod
Replies: 33
Views: 18276

Re: RepairChest Mod

Well you're aware that if you transfer items from a requester back into a storage chest creat a loop? Item gets transferd bot comes packs it back in the requester, item gets transfered, and so on and so forth. Afaik items in a smart chest aren'T available for bots either. So the thing would be pret...
by omega_haxors
Fri Jun 26, 2015 7:23 am
Forum: Ideas and Requests For Mods
Topic: RepairChest Mod
Replies: 33
Views: 18276

Re: RepairChest Mod

Thing with storage chests is, they get only filled with one item as long as free storage chests avilable in the system. and they get filled somwhat randomly. But yes Construction bots can take Items out of any of the tree providing chests, the activ the passiv and the storage chest. They however ha...
by omega_haxors
Fri Jun 26, 2015 7:14 am
Forum: Ideas and Suggestions
Topic: Wire sensors
Replies: 7
Views: 3622

Re: Wire sensors

Thanks for joining this.

I didn't want to make two threads over a similar idea but felt it was more important to follow the rules.
by omega_haxors
Fri Jun 26, 2015 7:11 am
Forum: Ideas and Suggestions
Topic: Modules for Radars
Replies: 10
Views: 4006

Re: Radars

I'm torn on this one.

On one hand, your first experience with module slots doesn't come until the mid game.

On the other hand it doesn't make sense that an electronic and advanced radar can't be modulized.

Having a Radar Mk2 would solve this but goes against the design of the game.
by omega_haxors
Thu Jun 25, 2015 7:36 am
Forum: Ideas and Requests For Mods
Topic: RepairChest Mod
Replies: 33
Views: 18276

Re: RepairChest Mod

I think what the OP wants to do is a requester chest that can make an inventory of all entities built within a given range (20, or 50 tiles maybe), and request a few of each entity preventively. Like that, if an entity is damaged, the construction bots can rebuild faster (they don't have to fly waa...
by omega_haxors
Thu Jun 25, 2015 5:18 am
Forum: Ideas and Suggestions
Topic: Wire sensors
Replies: 7
Views: 3622

Re: Belts and Inserters on the Network

I hope it's included in the update!

Even if it isn't it would be nice to know if the idea would be considered.
by omega_haxors
Thu Jun 25, 2015 4:33 am
Forum: Ideas and Suggestions
Topic: Wire sensors
Replies: 7
Views: 3622

Belts and Inserters on the Network

Joined, cause very similar -- ssilk Due to the way the game handles the circuit network, it is impossible to see items that are on a belt or being passed by an inserter. This can make it quite a hassle to do any advanced monitoring, since items are constantly being brought off the network when bein...
by omega_haxors
Thu Jun 25, 2015 4:30 am
Forum: Outdated/Not implemented
Topic: Triggered Machinery
Replies: 5
Views: 10742

Triggered Machinery

Simply put, the ability to either make or set single-pulse mode for all machinery, allowing for manual logistical control over the circuit network. For example, I want to be able to insert a single item into a chest after crafting exactly as many items as I need beforehand. Right now, this is almost...
by omega_haxors
Thu Jun 25, 2015 3:56 am
Forum: Gameplay Help
Topic: Are Electirc Furnaces an upgare (to steel)?
Replies: 12
Views: 13415

Re: Are Electirc Furnaces an upgare (to steel)?

It's a very slight upgrade. It gets new potential and new flaws to go with them. Upsides include extremely low pollution, and upgradablity (can interface with beacons as well) which make it very powerful at the late game. You also don't need a coal/fuel line. Size is both an upgrade and a downgrade,...
by omega_haxors
Wed Jun 24, 2015 6:51 am
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 257010

Re: Tips, Designs, & Tricks

There is a way to disconnect powerpoles. Shift click them... and use copper cable like green/red wire to reconnect them. I don't no for sure out of the top of my head if it's shift right or shift left click. Very helpful, thank you. That isn't going to bring back my setup but i'll probably do it be...

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