Search found 238 matches
- Thu Sep 21, 2017 5:00 pm
- Forum: General discussion
- Topic: electricity are cheap
- Replies: 5
- Views: 2876
Re: electricity are cheap
I had 2 4-reactor NPPs running happily while I started designing the blueprints for my beaconed 10 sci/sec factory expansion. Then I dropped the blueprints for the roughly 60 lanes of iron and copper smelting, and suddenly my "infinite" power resource started giving me low power alarms ;) ...
- Mon Sep 18, 2017 7:21 pm
- Forum: Implemented Suggestions
- Topic: Wire your own power poles..
- Replies: 6
- Views: 9412
Re: Wire your own power poles..
Don't feel too bad. It took me about that long to figure out how to cancel deconstruction orders
- Thu Sep 14, 2017 3:22 pm
- Forum: Gameplay Help
- Topic: Help me with request chest
- Replies: 7
- Views: 2773
Re: Help me with request chest
You need to explain your problem a bit more carefully. 1) If you don't want to use robots, there is no reason to use a requester chest. 2) If you are simply using an inserter to add items to a chest, and don't want the chest to fill up completely, you can just limit the chest size (red X at the bott...
- Wed Sep 13, 2017 4:16 pm
- Forum: Ideas and Suggestions
- Topic: More endings!
- Replies: 5
- Views: 2435
Re: More endings!
4. Leave no trace. Exit the planet on a rocket, leaving behind no remnants of your time there.
- Mon Sep 11, 2017 5:43 pm
- Forum: Ideas and Suggestions
- Topic: Detecting Locomotive Fuel Level
- Replies: 9
- Views: 12266
Re: Detecting Locomotive Fuel Level
Yes, as long as there is a way to differentiate coal in the fuel storage from coal in the cargo.Factoruser wrote:At least the fuel content should be added to the train's cargo information.
- Thu Sep 07, 2017 7:11 pm
- Forum: Gameplay Help
- Topic: Trains, fluid and Circuit Network problem.
- Replies: 7
- Views: 4100
Re: Trains, fluid and Circuit Network problem.
You can use double-headed trains to go in reverse (one engine at each end).
- Tue Sep 05, 2017 8:06 pm
- Forum: Resolved Problems and Bugs
- Topic: Iron ore patches on concrete are barely visible on a minimap
- Replies: 4
- Views: 1944
Re: Iron ore patches on concrete are barely visible on a minimap
Possibly a silly question... why are you covering your ore patches with concrete?
- Tue Sep 05, 2017 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 10477
Re: Cover ore with bricks/concrete
Hmm the concrete near me has tons of "plant doodads" poking through it. Must be a bug in life.
- Tue Sep 05, 2017 8:03 pm
- Forum: Gameplay Help
- Topic: 2 Questions : Map showing factories in zoom & Degradation
- Replies: 13
- Views: 3915
Re: 2 Questions : Map showing factories in zoom & Degradation
I just watched a clever biter force take out a power pole connecting power to an outpost, then proceed to attack the (now defenseless) outpost. It's rare for biters to attack power poles, but it definitely happens.
- Thu Aug 31, 2017 7:56 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.33] Severe ups dorp when destroying biter bases
- Replies: 7
- Views: 3073
Re: [0.15.33] Severe ups dorp when destroying biter bases
I wonder if you could help this a ton simply by not playing the death anims for nukes? Realistically, a nuke would obliterate biters in an instant.
- Thu Aug 31, 2017 7:50 pm
- Forum: Won't fix.
- Topic: [0.15.31]Rockets look like they bump each other
- Replies: 4
- Views: 2551
Re: [0.15.31]Rockets look like they bump each other
I highly approve. Using multiple rockets like a Newton's cradle to demonstrate momentum transfer sounds like a great idea. I think NASA or ESA should test this
- Thu Aug 31, 2017 7:43 pm
- Forum: Gameplay Help
- Topic: Train signal problem
- Replies: 5
- Views: 2106
Re: Train signal problem
I recommend making sure your screenshot clearly shows where you expect trains to go and where they are getting stuck.
- Thu Aug 31, 2017 5:10 pm
- Forum: Gameplay Help
- Topic: Rocket lauch timings?
- Replies: 12
- Views: 6974
Re: Rocket lauch timings?
You need 13 beacons around a silo before it becomes faster to use productivity 3 instead of speed 3 in the silo itself. Prod https://kirkmcdonald.github.io/calc.html#items=rocket-part:r:10000&ignore=low-density-structure,rocket-fuel,rocket-control-unit&modules=rocket-part:p3:p3:p3:p3;s3:26 S...
- Wed Aug 30, 2017 7:12 pm
- Forum: Ideas and Suggestions
- Topic: power visualisation change
- Replies: 11
- Views: 3612
Re: power visualisation change
Or a radar outpost with its own solar panels. Unfortunately, however you do this it's ambiguous. Max instantaneous power production doesn't imply you can sustain that power production (for example, think of a nuke plant with extra steam storage - in a burst, you can use up steam and generate max pow...
- Tue Aug 29, 2017 11:27 pm
- Forum: Gameplay Help
- Topic: Pull 4 lanes from an 8 bus
- Replies: 2
- Views: 2016
Re: Pull 4 lanes from an 8 bus
Like this: 8Bus.PNG OK, snarkiness aside, it depends on what you're trying to do. If you're expecting the 4 lanes to pull pretty consistently near 100% capacity, there's no need for the bus to continue to be 8 lanes wide. If you're expecting each of the 4 lanes to pull at, say, 80% of full belt spee...
- Tue Aug 29, 2017 6:20 pm
- Forum: Gameplay Help
- Topic: Train unloading unbalances [bug_won't fix]
- Replies: 37
- Views: 12215
Re: Train unloading unbalances [bug_not solved]
Yeah I can do that, but now I'm so unmotivated, balancing is used all over my base, kind of sad to change everything. Quick question - what is the actual problem? Don't say "the problem is it's unbalanced". What problem does the imbalance actually cause? There may be a simpler way to achi...
- Mon Aug 28, 2017 9:35 pm
- Forum: Ideas and Suggestions
- Topic: Trains should omit the next station if "wait until"...
- Replies: 5
- Views: 1684
Re: Trains should omit the next station if "wait until"...
Any reason you aren't just disabling the plastic drop off station when it's full?
- Mon Aug 28, 2017 5:15 pm
- Forum: Off topic
- Topic: Your Logistic Robots Are Broken! [Forum Game]
- Replies: 344
- Views: 113135
Re: Your Logistic Robots Are Broken! [Forum Game]
Your bots bring you a roboport. Inside are 100 other bots. Each of those bots is carrying a roboport. Inside each of those roboports is another 100 bots, each carrying a roboport full of 100 bots carrying roboports... you are quickly crushed under an infinite pile of roboports. I request constructio...
- Mon Aug 28, 2017 3:47 pm
- Forum: Off topic
- Topic: Your Logistic Robots Are Broken! [Forum Game]
- Replies: 344
- Views: 113135
Re: Your Logistic Robots Are Broken! [Forum Game]
Your bots bring you eleven farts, as ordered.
I request some lemons.
I request some lemons.
- Fri Aug 25, 2017 5:05 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 48214
Re: Friday Facts #205 - Teaching the things that everybody knows
The new descriptions on the armor and modules look good, but I had one other thought- The armor says "grid size 7x7". Changing that to "Equipment grid size 7x7" might make it more obvious that this is related to the "accepted equipment" below. Similarly, on the shield, ...