Search found 111 matches
- Mon Aug 01, 2016 5:06 pm
- Forum: Gameplay Help
- Topic: Help me manage train unloading/understand logistics storage
- Replies: 18
- Views: 7253
Re: Help me manage train unloading/understand logistics storage
Well, so load varies for one thing. Depending on the sectors I have running my smelters might be going at it full tilt or not. The other thing is-- fresh outposts, the trains come often and quick. But then they slow down, or maybe run out before I notice... and setting up a new outpost takes a littl...
- Mon Aug 01, 2016 4:24 pm
- Forum: Gameplay Help
- Topic: Help me manage train unloading/understand logistics storage
- Replies: 18
- Views: 7253
Re: Help me manage train unloading/understand logistics storage
This isn't a very large buffer... it just keeps the trains moving. It's a non issue when the base is large enough to have dedicated smelting blocks with their own networks, I'm just looking for a better way to manage the in-between bit... But that's the point: keep the trains moving, keep resources ...
- Mon Aug 01, 2016 3:30 pm
- Forum: Gameplay Help
- Topic: Help me manage train unloading/understand logistics storage
- Replies: 18
- Views: 7253
Help me manage train unloading/understand logistics storage
https://puu.sh/qlhdf/8266816baf.jpg So this is the setup I'm using. When it's on its own logistics network, it works really well and I love it to death. Buuut... If I hook it up to my main logistic network, it just gets weird. The active provider chests will send ore to storage far across my base (...
- Mon Aug 01, 2016 3:17 pm
- Forum: General discussion
- Topic: Train unload poll
- Replies: 20
- Views: 9327
Re: Train unload poll
Bot based train stations are superior in almost every way except cost. It's less of an advantage on the loading end, since you don't often need extreme throughput (exception: huge ore deposits), so belts are often sufficient. But in both cases, they are simpler to setup up (no need to worry about b...
- Mon Aug 01, 2016 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Everything can be automated... except combat
- Replies: 3
- Views: 1776
Re: Everything can be automated... except combat
The problem with mods is they disable achievements... But anyways, I've taken to just turning the biter base settings on map gen way, way down. I still get thousands of artifacts to do what I want with... but it does away with the 'can't spit without hitting 50 biter bases and 50 more sending reinfo...
- Mon Aug 01, 2016 3:05 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195669
Electrical Infrastructure: Solar is too good
...but this isn't a call for a nerf. I do think, however, each method of power generation should be viable with drawbacks to each. Instead of the end game "Use solar, unless you're going for that all steam achievement". There's been suggestions for tiered equipment, which could do it (or s...
- Sat Jul 23, 2016 12:20 am
- Forum: Ideas and Suggestions
- Topic: Generic fluid handing with barrels
- Replies: 1
- Views: 771
Generic fluid handing with barrels
Instead of only crude, allow all fluids (or at least oil products) to be put in barrels.
- Fri Jul 22, 2016 11:33 pm
- Forum: Maps and Scenarios
- Topic: 0.13 Giant Islands
- Replies: 2
- Views: 3970
Re: 0.13 Giant Islands
Just wanted to note, these don't seem to produce islands with .13.10's new map gen. Although the .13.10 map is still pretty interesting...
- Sat Jul 16, 2016 9:21 am
- Forum: Gameplay Help
- Topic: power automation
- Replies: 2
- Views: 1644
power automation
Hi all, I'm trying to automate my steam engines so they kick in if accumulator charge falls below a certain level (specifically 10%). This actually wasn't too hard, but kind of an annoyance I'm having is they flicker off and on a lot when my network's charge gets low. Right now the way I'm doing it ...
- Fri Jul 15, 2016 3:28 am
- Forum: Ideas and Suggestions
- Topic: Expeditionary Tank
- Replies: 8
- Views: 3858
Expeditionary Tank
tl;dr: Tank designed to facilitate late-game exploration and establishment of outposts. Background: The tank isn't too hard to get to and produce; earlier in the game, it's pretty good. Really good, even. But it doesn't hold up so well later in the game, when magazine after magazine of upgraded pier...
- Tue Jul 12, 2016 3:46 am
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 20243
Re: Thoughts on 0.13 Terrain Generation
Is this being fixed..?