Search found 28 matches
- Wed Jul 13, 2016 9:41 pm
- Forum: General discussion
- Topic: Do Prod+Speed Beacon setups save energy?
- Replies: 19
- Views: 11361
Re: Do Prod+Speed Beacon setups save energy?
Thanks Medusalem and Blake. Appreciate those builds. Crazy how much that one EC factory outputs. Never played too much with beacons. Fun stuff.
- Wed Jul 13, 2016 5:36 pm
- Forum: Resource Spawner Overhaul
- Topic: Feedback
- Replies: 107
- Views: 41825
Re: Feedback
Jumping into this conversation to agree with statement that biter respawning is practically non-existant on default RSO. I'm not an expert on modding but I notice a considerable difference in respawn rate (or how/where they choose to respawn?) in 0.13 RSO over 0.12. Venturing out into the outer reac...
- Mon Jul 11, 2016 9:17 pm
- Forum: General discussion
- Topic: Do Prod+Speed Beacon setups save energy?
- Replies: 19
- Views: 11361
Re: Do Prod+Speed Beacon setups save energy?
Thanks everyone for this engaging conversation. I do have a pleb question though - assuming I have the basic 3-2 Electronic Circuit setup, space-wise horizontally it looks like this: Copperplate input belt -> 3x vertical copper wire -> 2x vertical electronic circuit -> circuit output belt -> ironpla...
- Wed Jul 06, 2016 9:57 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196421
Re: Solar panels less of a no-brainer
Tossing my measly two cents into the power conversation, mostly as an agreement statement to the general sentiment that power is up there in the priorities for a rework. I think it goes without saying that a higher tech, better boiler and/or steam engine is desired. Keep coal relevant, and provide i...
- Wed Jul 06, 2016 9:30 pm
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 26763
Re: Is the jump from science pack 2 to 3 too large?
It's an eternal debate on the difficulty of science pack 3 with oil, but I can't really find a compelling reason to actually change the science system. Teaching the player on how to make the two key oil products (plastic and batteries) is important, and it is good they are lumped into the same proje...
- Mon Jun 06, 2016 5:34 pm
- Forum: General discussion
- Topic: End game theory and gameplay ideas
- Replies: 38
- Views: 21712
Re: End game theory and gameplay ideas
Stede's on the right path here. The game delivers. From smelting, to Science 1&2, to Science 3, to trains and outposts and dealing with running out of your first mine, to bots... the game provides this steady stream of "WOW" moments. There's not much to change. The rocket is a good goa...
- Wed Jun 01, 2016 7:33 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 94924
Re: Automated Blue Science Pack Factory
mother of god that is niceLeon wrote:this is the best automated 4x science pack setup
- Wed Jun 01, 2016 5:45 pm
- Forum: General discussion
- Topic: Offsite Resource Collection
- Replies: 9
- Views: 4739
Re: Offsite Resource Collection
It's certainly more fascinating to smelt on site, and I certainly will try it once to see how I like it, but you certainly need a few prereqs before its feasible over shipping ore. You need to have gotten construction bots up and running, preferably electric furnaces (though steel would be a fun cha...