Search found 111 matches

by Yehn
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...
by Yehn
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 ...
by Yehn
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 (...
by Yehn
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...
by Yehn
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...
by Yehn
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...
by Yehn
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.
by Yehn
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...
by Yehn
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 ...
by Yehn
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...
by Yehn
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..?

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