Search found 259 matches

by HurkWurk
Wed Nov 16, 2016 5:33 am
Forum: Ideas and Suggestions
Topic: water pressure tank
Replies: 3
Views: 1086

water pressure tank

early game there is no equivalent for the pump, but in real life, its just a really tall water tank, or a water tank on top of a building, or up a hill, etc. basically gravity adds about 4psi for every 10 feet the water source is above the outflow point. also since the inlet is toward the top, this ...
by HurkWurk
Tue Nov 15, 2016 9:55 pm
Forum: Balancing
Topic: pumps and pipes
Replies: 6
Views: 2732

Re: pumps and pipes

i deal a bit with gravity fed water systems... storage tanks have far more than one use. the game doesnt really show that. giant water tanks on a hillside exist because its a free source of water pressure as well as a settling tank, as well as an aeration tank, etc. the input being high up would all...
by HurkWurk
Tue Nov 15, 2016 9:19 pm
Forum: Balancing
Topic: Oil Richness
Replies: 29
Views: 10028

Re: Oil Richness

i dont know the current oil system. but i guess infinite can work as well. oil well fields can last a damn long time in real life.
pennsylvania still has their first oil pump running after 153 years after all.
by HurkWurk
Tue Nov 15, 2016 9:02 pm
Forum: Balancing
Topic: Conveyors OP?
Replies: 18
Views: 4970

Re: Conveyors OP?

i never use trains. no point. i belt content directly to where it needs to be.

the only value of trains is diagonal movement. but squaring off belts allow me to make city squares anyway, which lays out better for factory/smelting rows.
by HurkWurk
Tue Nov 15, 2016 7:52 pm
Forum: Gameplay Help
Topic: Logistic chest and robot.
Replies: 6
Views: 2139

Re: Logistic chest and robot.

storage chests are filled by any and all provider chests. i dont want that. i want anything i put in "trash" to go to a specific "trash" chest. the problem with storage chests is that they get filled up with random stuff. a passive requester chest would also work (as opposed to a...
by HurkWurk
Tue Nov 15, 2016 7:39 pm
Forum: Ideas and Suggestions
Topic: Stacksize in tooltip
Replies: 15
Views: 3493

Re: Show stack sizes on hover

i think just noting it in the item/stack would work.

for instance, add 1/100 to the item count. in the build menu, that would show as 0/100 if you had none at all, or 5/100 if you already had 5 in your inventory.
by HurkWurk
Tue Nov 15, 2016 7:35 pm
Forum: Ideas and Suggestions
Topic: factory production queue time instead of quantity
Replies: 16
Views: 4394

factory production queue time instead of quantity

currently factories store 2 times the needed materials to produce their result. there is an issue with items that have a short production time of 0.5 to 2 seconds where the swing time of robot arms can cause the machine to idle. I would propose that instead of a fixed amount of 2x, that machines be ...
by HurkWurk
Tue Nov 15, 2016 7:31 pm
Forum: Gameplay Help
Topic: Copper Cable assembling and Inserters bottleneck
Replies: 7
Views: 3610

Re: Copper Cable assembling and Inserters bottleneck

sounds like we need a feature request for ~10 seconds of production storage in factories.
by HurkWurk
Tue Nov 15, 2016 5:48 pm
Forum: Not a bug
Topic: minor bug, spawned resources arent collected by idle miners
Replies: 4
Views: 2495

minor bug, spawned resources arent collected by idle miners

if a miner has depleted a resource and stopped, and you use console commands to spawn new resources, the miners have to be picked up and replaced before they will collect resources again.
by HurkWurk
Tue Nov 15, 2016 4:56 pm
Forum: Balancing
Topic: Oil Richness
Replies: 29
Views: 10028

Re: Oil Richness

the issue is that there simply is not enough oil in a patch. when spawning resources, if i want an "infinite" number of a resource, i will set the pool to 90,000. for your average miner, this will set 16 tiles to 90,000 or 1,440,000 resource to be mined. but when you set oil to 90,000. tha...
by HurkWurk
Tue Nov 15, 2016 4:34 pm
Forum: Balancing
Topic: pumps and pipes
Replies: 6
Views: 2732

pumps and pipes

currently pipes have a volume of 10 units a second. water pumps provide this without any power input (due to their early game use) what i would propose is that all fluids without powered pumps or tanks stay at 10units per second, but that when you have storage tanks or pumps that you can force that ...
by HurkWurk
Tue Nov 15, 2016 4:21 pm
Forum: Balancing
Topic: Conveyors OP?
Replies: 18
Views: 4970

Re: Conveyors OP?

a better solution would be for belts beyond yellow to use power. yes, i know this isnt ideal, but it makes more sense and gives people a reason to think about trains for speed rather than long red/blue runs. yellow would still be viable for long haul / low use. the entire game is based around water ...
by HurkWurk
Tue Nov 15, 2016 2:18 am
Forum: Gameplay Help
Topic: Logistic chest and robot.
Replies: 6
Views: 2139

Re: Logistic chest and robot.

i tend to agree that priority settings for requester would be nice.
also i want a "garbage" chest. IE a chest that is where i can find the garbage i sent to the network.
by HurkWurk
Tue Nov 15, 2016 1:57 am
Forum: Gameplay Help
Topic: Copper Cable assembling and Inserters bottleneck
Replies: 7
Views: 3610

Re: Copper Cable assembling and Inserters bottleneck

guys, nothing stops you from using more than one input robot.
3 fast inserters will fill a factory in about 1 second.
late game 2 fast inserters will keep them in infinite production, even if you have to use long grabbers.
by HurkWurk
Mon Nov 14, 2016 11:18 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196311

Re: Solar panels less of a no-brainer

if you switch from using coal to using solid fuel, there is literally no reason for solar, and no reason to worry about energy consumption rates except oil. i run 100 steam engines off the production of 3~5 solid fuel factories depending on demand. Have solarpanels out been changed to remotely the c...
by HurkWurk
Mon Nov 14, 2016 11:03 pm
Forum: Balancing
Topic: portable solar panels
Replies: 42
Views: 16864

portable solar panels

currently its 5 solar panels, 5 steel and 1 processor to make a portable solar panel. this doesnt make sense. 1 solar panel, 1 steel and 1 processor should make 5 portable panels. you are basically reframing them for portability, then adding the processor to make them more intelligent on how they wo...
by HurkWurk
Mon Nov 14, 2016 10:56 pm
Forum: Balancing
Topic: Crafting speed too high?
Replies: 9
Views: 3262

Re: Crafting speed too high?

no please dont slow down the new player experience any more. this may be appropriate for later inserters, but not for the first ones... the early game should not have players waiting around doing nothing for long periods of time. items dependant on the blue factory and later can take longer because ...
by HurkWurk
Mon Nov 14, 2016 6:26 pm
Forum: Ideas and Suggestions
Topic: Advanced coal use
Replies: 3
Views: 1439

Advanced coal use

steel production in slow. allow coal to be converted to coke (factory using 1 water and 3 coal = 1 coke) optional: coke production puts off steam. (usable in the new steam model) add new steel furnace. requires coke and iron plates only produces steel. produces steel in 10s, instead of the current 1...
by HurkWurk
Mon Nov 14, 2016 6:00 pm
Forum: Balancing
Topic: Are bitters too hard to kill in end game?
Replies: 59
Views: 49621

Re: Are bitters too hard to kill in end game?

early game: build 10 turrets and put ammo on your toolbar. walk 10 paces, place 2 turrets, click your ammo, then control click the turrets to load them. repeat over and over until you are near the base, then do it with 4 turrets. mid game: do the above with laser turrets and and basic power poles. m...

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