Search found 850 matches
- Mon Oct 03, 2016 3:12 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Looking for belt UNbalancer
- Replies: 13
- Views: 7349
Re: Looking for belt UNbalancer
I take branches from different bus lines and combine some of the bus lines after some high consumption production cells. For example green circuits to blue circuit production. http://imgur.com/a/gqSJQ If I need maximum belt capacity I take half from two belts and combine them with the splitter. Then...
- Mon Oct 03, 2016 2:39 pm
- Forum: General discussion
- Topic: Single Belt System
- Replies: 5
- Views: 2687
Re: Single Belt System
Certainly that kind of factory will work, if you make it correctly, but it will be very slow in late game. When you are in the rocket launching phase, one rocket need more than 100000 items feed in assembling machines and other entities. It takes tens of hours to transport everything in one belt, bu...
- Mon Oct 03, 2016 2:28 pm
- Forum: General discussion
- Topic: 8 mk2 shield 4 fusion reactor mk2 Power Armor=OP
- Replies: 9
- Views: 3661
Re: 8 mk2 shield 4 fusion reactor mk2 Power Armor=OP
I must be doing something wrong because I have never seen these behemoths I keep reading about. I have one game that I have over 40 hours into and have launched multiple rockets but still have not seen these things. I get typically behemoths soon after I get rocket launches running constantly. It t...
- Fri Sep 23, 2016 11:43 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195307
Re: Solar panels less of a no-brainer
Of course it would not balance anything but break the easy and boring balance in all production chains. I would like the game in which everything are not fully predictable and exactly balanced with small integer ratios. But how will it add challenge? All it will do is require me to build additional...
- Thu Sep 22, 2016 8:35 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195307
Re: Solar panels less of a no-brainer
I would still like to see Seasonal/Weather effects as a gameplay changing feature in the game, but I think that people may be right about how it wouldn't really balance anything. The seasons would have to be so long that it doesn't pay off trying to overcome it with a huge Solar Farm... but then ag...
- Thu Sep 22, 2016 8:07 am
- Forum: General discussion
- Topic: Permanent Biter Defense
- Replies: 32
- Views: 24211
Re: Permanent Biter Defense
By bullets per hour I'm assuming you mean magazines per hour and not actual bullets fired? I just measured my magazine usage last night for the first time after I completed my final perimeter wall and initial stocking, and it comes to about 1k to 1.1k per hour. Eventually there will be a phase two ...
- Tue Sep 20, 2016 5:50 am
- Forum: Ideas and Suggestions
- Topic: List of playstyle Challenges
- Replies: 15
- Views: 6106
Re: List of playstyle Challenges
I have had the rule no beacons after I tested them first time. In my opinion they are just insanely overpowered in my playstyle. Typically I limit usage of modules too. Typically I use only level 3 productivity modules, but I am not absolutely strict. If some bottleneck assembler sits in the hard pl...
- Tue Sep 20, 2016 5:41 am
- Forum: General discussion
- Topic: Permanent Biter Defense
- Replies: 32
- Views: 24211
Re: Permanent Biter Defense
In conclusion, I guess that my updated question is, what's the most efficient way of setting up a defensive wall using roboports to repair any lost health? I have this kind of solution (defense begins at about 11 minutes): https://www.youtube.com/watch?v=GUbHAHsxyBY I have triple walls and line of ...
- Mon Sep 19, 2016 7:12 pm
- Forum: Modding help
- Topic: Can Rocket silo product items?
- Replies: 13
- Views: 2893
Re: Can Rocket silo product items?
Thanks. I have to check it tomorrow. I tried to replace my own satellite with a stock satellite in launch event too, but it seems that I made some error.
- Sat Sep 17, 2016 8:50 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195307
Re: Solar panels less of a no-brainer
I tried to prohibit accumulators (except one accu per laser turret for huge peaks) and found it quite interesting choice. I have to build and maintain the steam capability for full power but solar panels produces the most energy (due to the long day) and give nice decrease in pollution. I thought th...
- Sat Sep 17, 2016 8:17 am
- Forum: Balancing
- Topic: Handcrafting and handfeeding are overpowered
- Replies: 2
- Views: 2320
Re: Handcrafting and handfeeding are overpowered
Your suggestions sound quite annoying for me. For example when I go to make an outpost or rail lines I should always keep a car with me. I prefer current system. At least I try always automatize things I need constantly. I do not care what are best tactics in speed running and I hope that game will ...
- Sat Sep 17, 2016 8:03 am
- Forum: General discussion
- Topic: Permanent Biter Defense
- Replies: 32
- Views: 24211
Re: Permanent Biter Defense
As far as I know it is impossible in vanilla game. Enemies damage all entities and eventually destroy them if they are not repaired. But automated bot repairing system works well and uses quite much resources to build. If I would like to play without repair robots, I would mod turrets to much longer...
- Fri Sep 16, 2016 6:26 pm
- Forum: Gameplay Help
- Topic: Blueprints for bobs
- Replies: 8
- Views: 10376
Re: Blueprints for bobs
pretty sure I need about 4 copper iron lines etc... but... what happens when the 12 other metals get involved.... do they each need 4 belts! No, their consumption rates are low and probably one yellow belt or even one side is enough. At least if you use only Bob's mods. When I played with Bob's mod...
- Fri Sep 16, 2016 6:23 pm
- Forum: Gameplay Help
- Topic: Blueprints for bobs
- Replies: 8
- Views: 10376
Re: Blueprints for bobs
It seems that you put a wrong picture. That seems to be some small feed line for some minor production unit, like small pumps or constant combinators.Nexela wrote:I could blueprint my main bus but its really easy to make.
- Fri Sep 16, 2016 2:37 pm
- Forum: Implemented Suggestions
- Topic: Clock needed to keep in touch with the outside world
- Replies: 18
- Views: 9051
Re: Clock needed to keep in touch with the outside world
Why it can not show only player's computer's time? If players know it they do not use it to time their activities in game. Idea was to give the real world possibility to interrupt player. :) But there are many alarm programs for all operating systems. You can set an alarm before beginning the game. ...
- Fri Sep 16, 2016 2:18 pm
- Forum: Gameplay Help
- Topic: Solar powered laser turret outpost?
- Replies: 5
- Views: 11155
Re: Solar powered laser turret outpost?
I have not found really good solution. At beginning when biters are weak I do not have resources to make lasers and solar systems. But later biters are so strong that it is impractical to fit enough light panels and accumulators to outposts compared to power cables. Maybe there are some time window ...
- Fri Sep 16, 2016 2:10 pm
- Forum: Gameplay Help
- Topic: Logic for oil processing
- Replies: 3
- Views: 3152
Re: Logic for oil processing
[quote="ribsngibs"] I have about same basic priorities. I put heavy oil, light oil and gas into tanks. I pump heavy oil to cracking plants if level is over some limit (500 in small refineries and more in huge systems). I make practically the same thing with light oil. Then there is always ...
- Fri Sep 16, 2016 8:39 am
- Forum: Modding help
- Topic: What is "util" which some mods use
- Replies: 2
- Views: 983
What is "util" which some mods use
Some mods have line
require "util"
in control.lua. However, there is no such file. What is it and where can I find information of it?
require "util"
in control.lua. However, there is no such file. What is it and where can I find information of it?
- Wed Sep 14, 2016 2:17 pm
- Forum: Modding help
- Topic: Can Rocket silo product items?
- Replies: 13
- Views: 2893
Re: Can Rocket silo product items?
Do not worry. I did not mean exact copying but learning how things are done in lua and making same things. Trivial things, like how to make a function to change something in the recipe, can not be licenced things. I am also going to do my own graphics (if I decide to publish it), except modified sto...
- Wed Sep 14, 2016 9:20 am
- Forum: Modding help
- Topic: Can Rocket silo product items?
- Replies: 13
- Views: 2893
Re: Can Rocket silo product items?
Is there any interest if I make this mod public? It changes the mid game to introducing aluminium. Aluminium ore is more rare than iron and it is not needed such massive amounts. Aluminium is refined in electrolysers and plates is used in all flying things, light structures and some armor equipment....