Search found 111 matches
- Tue Apr 17, 2018 4:07 am
- Forum: Show your Creations
- Topic: Send a message with Solar Alphabet!
- Replies: 1
- Views: 2427
Re: Send a message with Solar Alphabet!
I have a full blueprint book but the letters are in refined hazard concrete.
- Thu Mar 22, 2018 10:26 pm
- Forum: Releases
- Topic: Version 0.16.34
- Replies: 5
- Views: 9983
Re: Version 0.16.34
How long does it take for steam store to update? I saw the update was queued 30 minutes ago, but I still don't see this update in the game news.
- Tue Mar 20, 2018 11:07 pm
- Forum: Ideas and Suggestions
- Topic: Use nuclear product for Portable Fusion Reactor
- Replies: 32
- Views: 10671
Re: Use nuclear product for Portable Fusion Reactor
- Artillery ammo. Players use artillery ammo in BULK to clear out nests with near impunity. It only makes sense for this ultimate ammo to require the ultimate resource. Replace the normal shells with uranium shells to make each artillery shell cost 4 U238. Use a dozen artillery trains and you'll be...
- Tue Mar 20, 2018 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Use nuclear product for Portable Fusion Reactor
- Replies: 32
- Views: 10671
Re: Use nuclear product for Portable Fusion Reactor
Let's not go crazy here. Pocket fusion is very much a 1-shot recipe. You can't solve supply/demand issues by making a 1-shot recipe stupidly expensive. A more proper solution is to make uranium a regularly consumed resource. For example, use uranium as an ingredient somewhere in the end game scienc...
- Mon Mar 19, 2018 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Use nuclear product for Portable Fusion Reactor
- Replies: 32
- Views: 10671
Re: Use nuclear product for Portable Fusion Reactor
I like this idea. I have so much U-235 stored I want the costs to be higher.Ranakastrasz wrote: Alternatively, could make it use 100 U-235 or something to craft each one, and make it an RTG.
- Thu Mar 15, 2018 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Active indication of personal roboport use
- Replies: 2
- Views: 1046
Re: Active indication of personal roboport use
Indicator when logistics bots are flying to a player would also be helpful. I always have problem to determine if I can already leave my base, after I ordered some items. At least with that they will realize you're out of range and store the items while returning to normal duty. If a construction b...
- Wed Mar 14, 2018 8:56 pm
- Forum: Ideas and Suggestions
- Topic: Use nuclear product for Portable Fusion Reactor
- Replies: 32
- Views: 10671
Re: Use nuclear product for Portable Fusion Reactor
Maybe. We already create nuclear fuel for the other reactors, so why couldn't it be required for the portable reactor? Maybe the rate at which it depletes could be much slower since the amount of power is much less.
- Wed Mar 14, 2018 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Use nuclear product for Portable Fusion Reactor
- Replies: 32
- Views: 10671
Re: Use nuclear product for Portable Fusion Reactor
Clearly enough people think the recipe should be rethought. I'm not sure what the best recipe is but I hope it's something the devs will look into adding this to either the .16 final or in .17
- Wed Mar 14, 2018 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Active indication of personal roboport use
- Replies: 2
- Views: 1046
Active indication of personal roboport use
I always seem to loose track of my personal construction bots when I"m going from site to site in my train. I'd like some sort of indicator when a construction bot from the personal roboports are out of your inventory and doing something. Similar to the indicator of how many combat bots are cur...
- Wed Mar 14, 2018 4:28 pm
- Forum: Not a bug
- Topic: [0.16.30] Inserter logic error with bot counts
- Replies: 3
- Views: 1140
Re: [0.16.30] Inserter logic error with bot counts
Most common cause for this: That roboport is full. I've used the same setup, and the roboport that's being loaded into often ends up with all bot slots filled, at which point the inserter can't push more in. Roboports don't eject bots that are loaded when they are full, they block the inserter inst...
- Wed Mar 14, 2018 5:08 am
- Forum: Not a bug
- Topic: [0.16.30] Inserter logic error with bot counts
- Replies: 3
- Views: 1140
[0.16.30] Inserter logic error with bot counts
My inserters are supposed to activate to make sure there are a minimum number of logistic and construction bots. My numbers are below, the inserters show the are active, but are not actually inserting anything.
- Wed Mar 14, 2018 4:22 am
- Forum: Ideas and Suggestions
- Topic: Use nuclear product for Portable Fusion Reactor
- Replies: 32
- Views: 10671
Use nuclear product for Portable Fusion Reactor
Now that we have U-235 and U-238 available the portable fusion reactor for the powered armor should require some of it to be produced. I know that it's sort of expensive right now requiring 250 processing units to be produced. I feel like we aren't using enough of those items. I have thousands of ea...
- Sat Feb 17, 2018 5:39 pm
- Forum: Show your Creations
- Topic: Automatic outpost construction
- Replies: 3
- Views: 10395
Re: Automatic outpost construction
Do you have some examples of your home setup for the supply train? Also any other examples in regards to the logic used to send the automatic trains out. I've stopped building remote mining sites because I went to an endless resource mod I too was getting annoyed by building and tearing down mining ...
- Sat Feb 17, 2018 5:21 pm
- Forum: Show your Creations
- Topic: Medium sized balanced furnaces project
- Replies: 2
- Views: 2867
Re: Medium sized balanced furnaces project
Do you have a blueprint string to share?
- Wed Dec 20, 2017 11:26 pm
- Forum: Ideas and Suggestions
- Topic: [0.16] artillery Wagon
- Replies: 10
- Views: 5838
Re: [0.16] artillery Wagon
I still don't understand why it's a wagon at all =/ Everything it fires at is guaranteed to generate a large biter response meaning it has to be entrenched behind turrets and walls. It's on a train because of remote production/mining. I have a train hauling 4 artillery turrets. It rolls into a remo...
- Fri Dec 15, 2017 5:23 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 103635
Re: [MOD 0.14.x] Bottleneck
Wondering if you could update to be compatible with .16 release?
- Thu Dec 14, 2017 6:21 am
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 115740
Re: Version 0.16.0
Can we get nuclear artillery? We already have explosive nuclear shells, why not an option to make nuclear artillery shells?
- Thu Jul 13, 2017 10:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.29] Blueprint menu crashes game
- Replies: 9
- Views: 6354
- Thu Jul 13, 2017 9:12 pm
- Forum: Show your Creations
- Topic: Preparing an oil outpost for liquid tankers
- Replies: 12
- Views: 8617
Re: Preparing an oil outpost for liquid tankers
Just adding an updated image. I've added many more chemical plants for the different needs, also more oil refineries for quicker processing. Plus pumps for each type of fluid tanker to fill up on.
- Thu Jul 13, 2017 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.29] Blueprint menu crashes game
- Replies: 9
- Views: 6354
[0.15.29] Blueprint menu crashes game
I'm on latest build of game, when I attempt to open the blueprint menu by pressing the B button, the game crashes and sends me to the log files. This is a consistent result no matter how many times I reload the game. There is 1 mod on this attached save - EndlessResourcesWithFullYield 0.6.0 Below is...