Search found 28 matches

by hi_impact
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.
by hi_impact
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...
by hi_impact
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...
by hi_impact
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...
by hi_impact
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...
by hi_impact
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...
by hi_impact
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

Leon wrote:this is the best automated 4x science pack setup
mother of god that is nice
by hi_impact
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...

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