Search found 102 matches
- Fri Sep 11, 2015 9:18 pm
- Forum: Wiki Talk
- Topic: Blank pages, content visible in edit
- Replies: 18
- Views: 27148
Re: Blank pages, content visible in edit
Even the cache version is brocken.
- Fri Sep 11, 2015 12:54 pm
- Forum: Gameplay Help
- Topic: Question Transportbelts
- Replies: 4
- Views: 8669
Re: Question Transportbelts
Thx u guys. I think they dont simulate items on the belt in a complex way.Boogieman14 wrote:No, corners dont break compression anymore. Not sure if anything was changed about the speed of the belts. And obviously, items don't drop off the end of the belt anymore.
- Fri Sep 11, 2015 11:25 am
- Forum: Show your Creations
- Topic: Oil transporting tips!
- Replies: 13
- Views: 23330
Re: Oil transporting tipps!
exactly!^^ratchetfreak wrote:so closed system at the outposts but an open one (under and overflow of empty barrels is accounted for) at the base.
- Fri Sep 11, 2015 11:19 am
- Forum: Gameplay Help
- Topic: Question Transportbelts
- Replies: 4
- Views: 8669
Question Transportbelts
The devs changed belt physics. But i wasnt able to find a excact description, how it works now. Also the wiki is currently bugged or so.
- Does egdes slow down items? or was this changed?
- Beltspeed of expressbelt is now 3x times of normal belt? So its 30 or so?
- Does egdes slow down items? or was this changed?
- Beltspeed of expressbelt is now 3x times of normal belt? So its 30 or so?
- Fri Sep 11, 2015 11:10 am
- Forum: Show your Creations
- Topic: Oil transporting tips!
- Replies: 13
- Views: 23330
Oil transporting tips!
This is how i transport oil from my outpost to the base: (no mods) 1) The loading system at outpost http://s13.postimg.org/6lt8pj44z/Oil_Loading.jpg Here you can see im reserving half slots for the empty barrel and the rest for the filled barrel. Intelligent inserter make sure that only the right ba...
- Fri Sep 11, 2015 10:44 am
- Forum: Gameplay Help
- Topic: More Aggressive Biters
- Replies: 7
- Views: 14755
Re: More Aggressive Biters
This are the non-modded options: The amount of enemies depends on the polution. A miner creates a small biter every 20s or a behemoth biter every 2000s if the pollution is not consumed by the area (chunk) or trees. Trees do a lot of counterpolution. So if u prefer to increase the enemies, you can al...
- Fri Sep 11, 2015 10:39 am
- Forum: Wiki Talk
- Topic: Blank pages, content visible in edit
- Replies: 18
- Views: 27148
Re: Blank pages, content visible in edit
I can also confirm this problem.
- Fri Jan 02, 2015 4:58 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 259510
Re: Tips, Designs, & Tricks
Ah ok, dont know that.^^ Edited!Nova wrote:If possible don't upload pictures in the BMP format. It's only useful for very special purposes. On the internet, better use PNG or (if the file really has to be small) JPG.
- Fri Jan 02, 2015 1:48 pm
- Forum: Gameplay Help
- Topic: Oil Production: What is more efficient?
- Replies: 10
- Views: 23913
Re: Oil Production: What is more efficient?
To your question: Adv. Processing gives u more Petrol/Oil even with productivity. I calculate that somewhere on exel. But productivity on converters are a waste in my opinion: Very expensive and not very effective. Refinarys with productivity and chem. Plants with producivity except the converters i...
- Fri Jan 02, 2015 1:24 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 259510
Re: Tips, Designs, & Tricks
Compact and clear all-science + important equipment like robotframes, repairkit etc.
Edit:
Edit:
ScienceStuff
- Sat Dec 06, 2014 11:20 am
- Forum: Gameplay Help
- Topic: Question about Trees
- Replies: 3
- Views: 1623
Question about Trees
Wasnt playing some months. Do Trees now getting destroyed by pollution?
Is there a mod about treefarming?
Thx for the answer.
Is there a mod about treefarming?
Thx for the answer.
- Sat Nov 15, 2014 9:27 pm
- Forum: Show your Creations
- Topic: Hell yeah iron patch!
- Replies: 13
- Views: 12758
Re: Hell yeah iron patch!
Looks like private property.
- Mon Oct 06, 2014 8:27 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 542088
- Fri Sep 12, 2014 4:23 pm
- Forum: Gameplay Help
- Topic: More trains vs. longer trains
- Replies: 16
- Views: 23420
Re: More trains vs. longer trains
I suggest 2 Locomotives with 8 Waggons (ore) + 1 Waggon Supply. Its fast enough and hold enough. And if u have large mining sides and a lot of traffic, it will reduce it a bit.
- Tue Aug 19, 2014 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Separate pipes, hydraulic press, gates...
- Replies: 11
- Views: 4952
Re: Separate pipes, hydraulic press, gates...
That looks great. Say, as I can take the machine or train and place him(it) in pocket, when they more me in reek.. Yes, say you if so think that in play much whole what will not place. As that all much simply, you come on one place, develop there, but when resource no, collect all in one bag and go ...
- Tue Aug 19, 2014 5:39 pm
- Forum: Ideas and Suggestions
- Topic: Cargo ship
- Replies: 7
- Views: 6177
Re: Cargo ship
I flying cargoship would be fun too. Maybe this one is easier to program. Another problem would be the balancing "train vs FlyingCargoship"
- Fri Aug 01, 2014 10:16 pm
- Forum: News
- Topic: Friday Facts #45 - The second wave
- Replies: 17
- Views: 23595
Re: Friday Facts #45 - The second wave
I played Minecraft Tekkit Lite for a long time. Was very good fun. But it wasnt balanced. This is one of my designs http://www.planetminecraft.com/project/tekkit-x---a-tekkit-lite-factory/ Factorio is great. But there is much more potential in this genre. Btw: How does this genre called? So i wish t...
- Tue Jul 29, 2014 7:55 pm
- Forum: Show your Creations
- Topic: Endgame designs
- Replies: 19
- Views: 64184
Re: Endgame designs
Thats a huge problem. i may post soonDerivePi wrote:So I guess you worked out the problems with your major railroad intersection?
- Tue Jul 29, 2014 6:39 pm
- Forum: Show your Creations
- Topic: Endgame designs
- Replies: 19
- Views: 64184
Re: Endgame designs
Ive sitting on a lot of speeded oilpumps. Im not sure. Its 2 weeks since last play. I think: 6 till 8 are running while full production.
- Tue Jul 29, 2014 6:35 pm
- Forum: General discussion
- Topic: Moar Productivity
- Replies: 2
- Views: 1265
Moar Productivity
Lets say, we want to produce Tier 3 Moduls and using productivity moduls in all assemblers. And we are using speedmoduls in Pumpjacks. Thats what it looks like. Its a huge diffrence: http://s10.postimg.org/71niph451/Stat1.jpg http://s4.postimg.org/89z8kf05l/Stat2.jpg http://s13.postimg.org/4vr797ifn...