Search found 136 matches
- 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 ...
- 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.
- 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...
- 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.
- 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.
- 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...
- 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...
- 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...
- 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. ...
- 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...
- 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.
- 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 ...
- 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?
- 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 ...
- 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.
- 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...
- 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.
- Thu Nov 12, 2015 1:44 pm
- Forum: General discussion
- Topic: Looking for a robot-based Save
- Replies: 9
- Views: 14987
- 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...
- 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.
To launch the rocket you need oil. Oil is created from organic compounds. Same with coal.