Search found 136 matches

by roman566
Sun Dec 24, 2017 9:34 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 102833

Re: 0.16 Map generation Feedback

Is it me or do the maps barely have any enemies in them? In preview with highest settings I barely saw any enemies. Compared to the older map generator where with the highest setting, once you left starting area, there was impassable wall of enemy bases and thousands of bitters just waiting to kill ...
by roman566
Sat Jun 10, 2017 12:46 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879186

Re: 4-way intersection testing: Throughput and deadlocks

Thank you for that information. I will rebuild that one annoying intersection that caused me so much grief, but stick with single chunk roundabouts everywhere else, hoping that one day this bug will be fixed.
by roman566
Sat Jun 10, 2017 10:00 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879186

Re: 4-way intersection testing: Throughput and deadlocks

I have a small problem and need help. I have created this intersection: 0eNqdm9tOIkEQht9lrsH0+cCrbMwGYaKT6GhgMEsM774cBGWoZv5/rnZ118+qrqquU/NVPb1u6o9V03bV7KtqFu/tupr9+arWzXM7fz18r9t+1NWsarr6rZpU7fzt8NVq3rxWu0nVtMv6XzXTu8dJVbdd0zX16eePX2z/tpu3p3q1/w+Xn1xvntbdvGve2z3t433dHP+6/z17zFSnSbU9/rnbTW4g5gfS7QV...
by roman566
Fri Jun 02, 2017 12:35 pm
Forum: Not a bug
Topic: [o.15.18] Override Stack Size in inserters picks less items than specified
Replies: 2
Views: 1245

[o.15.18] Override Stack Size in inserters picks less items than specified

I think the title says it all, if you select Override Stack Size and set it to 10 (or any other number more than 1), it will still pick less than 10 items if there aren't 10 available.
by roman566
Fri May 05, 2017 8:38 am
Forum: Not a bug
Topic: [0.15.6]Lazy Construction robots
Replies: 1
Views: 616

[0.15.6]Lazy Construction robots

My Construction Robots do not seem to be able to pick up repair packs from roboports they are not based in. Even if the roboport with repair packs is right next to the one they are in.
by roman566
Wed May 03, 2017 5:46 pm
Forum: Not a bug
Topic: [0.15.6] Bitters do not let go.
Replies: 2
Views: 781

[0.15.6] Bitters do not let go.

When dealing with long, interconnected bitter villages via laser turret spam I ran out of turrets to creep further. I also had no reason to grab them from the end, and start again. In the typical situation, once I pack my toys and leave general area of bitter aggressiveness, they simply give up. Thi...
by roman566
Fri Nov 25, 2016 8:12 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63622

Re: Friday Facts #166 - Combat Revisit

I have an idea to stop turret creep in the late game. What would be required is a special building for bitters and a new mechanism. Standard nests would turn into that building, reducing the amount of spawned bitters. The disadvantage would be that said building would damage all player owned buildin...
by roman566
Sun May 08, 2016 10:22 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71432

Re: Friday Facts #137 - The release scarecrow

Btw few people remember everything from each FF, I also forgot every inserter will be "smart", so it came as no surprise to me that some people threatened with quitting - removal of smarts would be devastating . . . but it's not happening, so everybody can chill. Yeah, the question is 'ho...
by roman566
Fri May 06, 2016 7:02 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71432

Re: Friday Facts #137 - The release scarecrow

Truth to be told, I am extremely unhappy about the change. I have a nice drone based furnace setup that allows a single furnace to smelt iron plates, coper plates and steel .It requires inserters to put exactly 5 units of iron plates into furnace to create steel. Not 4, not 6 and definitely not 12. ...
by roman566
Sun Mar 13, 2016 11:31 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134804

Re: Friday Facts #129 - The late game

I would like an end game resource sink, but infinite research? How is it different from spamming rockets ad infinitum? Maybe bump prices of end game blue based tech as well? Then split rocket based research into several projects and add a new and very expensive science pack explicitly for them? I wo...
by roman566
Sun Jan 24, 2016 2:10 pm
Forum: General discussion
Topic: I need More power, Do you?
Replies: 13
Views: 30543

Re: I need More power, Do you?

Somewhere around 28k solar panels and 600 steam engines... yeah, some improved power generation technology would be nice. Maybe advanced solar panels that require blue circuits to build? Outside modules, those things do not see that much use.
by roman566
Sun Dec 06, 2015 10:16 pm
Forum: Ideas and Suggestions
Topic: Endgame content filler - simple orbital station
Replies: 12
Views: 19232

Re: Endgame content filler - simple orbital station

Instead, here is a summary; DLC= Bad. This is AAA game idiocy. If I want to give the devs more money, I can donate or gift the game to a friend. For a space station layer to be satisfying in ANY way, it means thinking up new mechanics, new objectives, and a whole new system for interacting between ...
by roman566
Sun Dec 06, 2015 9:36 am
Forum: News
Topic: Friday Facts #114 - Better train conditions
Replies: 77
Views: 54526

Re: Friday Facts #114 - Better train conditions

Train conditions are nice, but could we also get some sort of building that would allow control over all trains without having to wait for them or run to the station they are in?
by roman566
Sun Dec 06, 2015 9:30 am
Forum: Ideas and Suggestions
Topic: Endgame content filler - simple orbital station
Replies: 12
Views: 19232

Re: Endgame content filler - simple orbital station

Instead, here is a summary; DLC= Bad. This is AAA game idiocy. If I want to give the devs more money, I can donate or gift the game to a friend. For a space station layer to be satisfying in ANY way, it means thinking up new mechanics, new objectives, and a whole new system for interacting between ...
by roman566
Fri Dec 04, 2015 6:43 pm
Forum: News
Topic: Friday Facts #115 - The power switch
Replies: 66
Views: 54041

Re: Friday Facts #115 - The power switch

Will we get an option to turn on/off the switch based on % of available power in accumulators? Being able to turn off part of the factory when power runs low would be very helpful.
by roman566
Sat Nov 28, 2015 8:56 am
Forum: News
Topic: Friday Facts #114 - Better train conditions
Replies: 77
Views: 54526

Re: Friday Facts #114 - Better train conditions

@knub23 Limiting trains is Bad Idea. Right now trains are better at long ranges than belts, you limit their capacity and the logical choice would be to use belts instead. Especially with the ridiculous idea to reduce ore moved to 10 per stack! My factory needs 10k ore per minute to work. If trains g...
by roman566
Fri Nov 20, 2015 6:40 pm
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 60236

Re: Friday Facts #113 - Better rail building

I just hope that we will be somehow able to lay down tracks one by one as what algorithm thinks is optimal and what I think is optimal are two entirely different things.
by roman566
Thu Nov 12, 2015 1:44 pm
Forum: General discussion
Topic: Looking for a robot-based Save
Replies: 9
Views: 14987

Re: Looking for a robot-based Save

Have fun
The game requires this and this. You can play without, but forget about doing much as oil is scarce and the second mod gives coal to oil conversion.
by roman566
Sun Nov 08, 2015 10:31 pm
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 64221

Re: Friday Facts #111 - Long term plans

The counter attack thing sounds interesting. It would work nicely with the new turrets that we will (hopefully) get. It might even make solar panels more balanced as defending a large solar farm against serious counterattack would take lots of resources and loosing it would be catastrophic for playe...
by roman566
Sun Nov 08, 2015 1:32 pm
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 64221

Re: Friday Facts #111 - Long term plans

Colonize? Yes. Leave it? No.

To launch the rocket you need oil. Oil is created from organic compounds. Same with coal.

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