Search found 807 matches
- Tue May 31, 2016 7:57 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: logistics bot "megabase"
- Replies: 24
- Views: 22196
Re: logistics bot "megabase"
Well it was big for me :) Anyway, I've just walled off quite a large chunk of territory, so I will be expanding the base. How do people with really big bases deal with the tedium of outpost building, even with very large deposits? It helps to use the right map settings for the map generator. Set re...
- Tue May 31, 2016 7:08 pm
- Forum: Show your Creations
- Topic: Smart Pumping Station
- Replies: 5
- Views: 4485
Re: Smart Pumping Station
This is actually technically unnecessary for the following reason: The number of Empty Barrels that a station has room to receive from a train unloading will be at least as many as the number of Barrels it has filled since the last train visited it. Edit: I wrote before seeing how you designed your ...
- Tue May 31, 2016 7:02 pm
- Forum: General discussion
- Topic: Turret comparison
- Replies: 25
- Views: 12705
Re: Turret comparison
Interesting stuff, I feel that one key point is being forgotten though: Laser Turrets have 250% of the hitpoints that Gun Turrets have, which means they are far less likely to die from spitter damage when attacked. Gun Turrets will also typically die with about 10 mags in them, which assuming Pierci...
- Tue May 31, 2016 7:58 am
- Forum: Gameplay Help
- Topic: Trains: how to avoid unloading just loaded items?
- Replies: 13
- Views: 4032
Re: Trains: how to avoid unloading just loaded items?
Thank you for the combinator advice: I am experimenting with it and it seems to work! Unloading coal to detect when a train stops is genial :D I cannot use smart inserters to filter what gets unloaded, because I am mixing a wide variety of items into the same wagon. I find it hard to believe that y...
- Mon May 30, 2016 5:38 pm
- Forum: Gameplay Help
- Topic: Trains: how to avoid unloading just loaded items?
- Replies: 13
- Views: 4032
Re: Trains: how to avoid unloading just loaded items?
Smart inserters with filter can also take items out of something. This I had to do this for my Oil train so that my Empty Barrel unloading at the pumpjacks, and my Crude Barrel unloading at my base wouldn't take the freshly loaded/unloaded barrels that were being put back into the wagon back out an...
- Sun May 29, 2016 6:15 pm
- Forum: General discussion
- Topic: Offsite Resource Collection
- Replies: 9
- Views: 4154
Re: Offsite Resource Collection
In long games, everyone eventually has to do this unless they wanna pick up their entire factory and move it somewhere else, or spam shittons of belts (which is cost inefficient by comparison). My first factory is 40some hours in, and I have 3 different train loops, one for oil, one for iron, and n...
- Sun May 29, 2016 5:56 pm
- Forum: Balancing
- Topic: Gap tech tree
- Replies: 7
- Views: 1992
Re: Gap tech three
I've thought it strange that as soon as you can research Advanced Materials Processing, you can immediately follow that up with Advanced Materials Processing 2 and provided you have Oil Processing done, skip ever using Steel Furnaces and go straight to Electric Furnaces. Easy fix might be to make AM...
- Sun May 29, 2016 3:15 am
- Forum: General discussion
- Topic: Offsite Resource Collection
- Replies: 9
- Views: 4154
Re: Offsite Resource Collection
So while I was playing one day I got the idea to make huge automated mines away from my factory and then bring the materials to my main factory by train. I've never seen anyone else do this, anyone out there who does? In long games, everyone eventually has to do this unless they wanna pick up their...
- Thu May 26, 2016 11:16 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 87656
Re: Combinator Contraptions
Here's a hint to the hint: Combinator division always truncates answers to integer part (so 13/2=6.5=6), with that in mind, look at the previous hint (and use exponent laws to see why it works).Neotix wrote:This hint explain nothing for me.
- Wed May 25, 2016 3:32 pm
- Forum: General discussion
- Topic: So I was about to give up on my first factory
- Replies: 11
- Views: 4612
Re: So I was about to give up on my first factory
It takes a pretty long time for that to happen, I've played through a few times now and even after launching rocket have not encountered the behemoths. The phrase "The best defense is a good offense" applies very well to this game. If you clear out the spawn camps that are within the poll...
- Wed May 25, 2016 6:05 am
- Forum: General discussion
- Topic: So I was about to give up on my first factory
- Replies: 11
- Views: 4612
So I was about to give up on my first factory
Because of incessant biter attacks, and a lack of Advanced Circuits and Flying Robot Frames (so I wasn't in a position to automate repairs). Given that I had 2 outputs (1 Oil, 1 Iron), this made it to where I had to almost constant run to my outputs to repair turret damage and then return to my base...
- Tue May 24, 2016 8:47 pm
- Forum: General discussion
- Topic: Game FPS at End game
- Replies: 56
- Views: 16250
Re: Game FPS at End game
^That:
You won't see the spikes in taskmanager because they are too brief (read: few milliseconds). It will get averaged over the 'tick-rate' that task manager's graphs use. Hence the net load summing to 100%+ but no 1 core being pegged to max.
You won't see the spikes in taskmanager because they are too brief (read: few milliseconds). It will get averaged over the 'tick-rate' that task manager's graphs use. Hence the net load summing to 100%+ but no 1 core being pegged to max.
- Mon May 23, 2016 9:18 am
- Forum: Gameplay Help
- Topic: Some beginner questions
- Replies: 4
- Views: 1359
Re: Some beginner questions
~snip~ For weapons, the sub-machine gun is best until you research the combat shotgun... but I'll leave that for you to discover... :) ~-snip~ This is not strictly true, early on, when you first research the SMG and (basic) Shotgun, both weapons have their uses. The SMG is a better defense against ...
- Sun May 22, 2016 6:57 am
- Forum: Show your Creations
- Topic: Largest solar field I made so far - still not enough power
- Replies: 15
- Views: 7425
Re: Largest solar field - still not enough power
It looks like a huge part of the electricity consumption is actually the accumulators charging, not your factory. He's got almost twice as many Accumulators as are needed for the number of Solar Panel's he's got. If you're wondering why you haven't managed to 'get ahead' on power, try letting it ru...
- Sat May 21, 2016 4:54 pm
- Forum: General discussion
- Topic: Turret comparison
- Replies: 25
- Views: 12705
Turret comparison
So I got curious about how the Gun Turret and Laser Turret really compare since the former is Physical damage and thus often faces damage mitigation from the target, whereas the latter is Laser damage and faces no mitigation. So without further adieu let's math this out: Base Stats: Gun Turret (w/ P...
- Fri May 20, 2016 4:17 pm
- Forum: Show your Creations
- Topic: Let's see your messy builds
- Replies: 15
- Views: 32833
Re: Let's see your messy builds
Here is my first base ~40 hours in:
- Thu May 19, 2016 12:55 pm
- Forum: Show your Creations
- Topic: Show your struggles!
- Replies: 3
- Views: 1508
Re: Show your struggles!
My first factory, circa 36 hours in (all default settings):
- Wed May 18, 2016 2:32 pm
- Forum: Gameplay Help
- Topic: How do I use smart chests
- Replies: 2
- Views: 980
Re: How do I use smart chests
How do I use it? I do not understand how to use it. :?: :?: :?: It's meant to be used with Combinators. You can do a lot of fancy stuff that way, and there are numerous threads here on Combinators and their many uses. Smart Chests are basically Steel Chests (with 3/4 the health) that can accept Gre...
- Wed May 18, 2016 3:25 am
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 17076
Re: Productivity modules: where do you draw the line?
If you're trying to be efficient with resources spent on the expensive prod modules (e.g. level 3 especially), then the best place need not be in something you make a lot of because of how many assemblers you have making that item. It really does solely come to down to resources used/sec, nothing e...
- Tue May 17, 2016 7:07 am
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 17076
Re: Productivity modules: where do you draw the line?
For example if you want to stretch ore usage So the first place you put prod modules is the relatively lowly electronic circuits, next the blue circuits, next the copper wire. The red circuit is a grossly inefficient place to use prod modules despite being higher in the chain. A prod module in elec...