Search found 835 matches

by Aeternus
Fri May 11, 2018 11:48 am
Forum: Balancing
Topic: Remove or tweak heavy oil to solid fuel recipe.
Replies: 45
Views: 19276

Re: Remove or tweak heavy oil to solid fuel recipe.

Not really feasable for Marathon games, otherbob ;)
Tanks too expensive and research as well, you'd end up with more heavy oil then you could reasonably store.
by Aeternus
Fri May 11, 2018 11:04 am
Forum: Duplicates
Topic: Error Loading Savegame 0.16.39
Replies: 2
Views: 1663

Re: Error Loading Savegame 0.16.39

... optionally, just revert to 0.16.39 meanwhile? Risk of being on the expirimental branch. Stuff sometimes breaks. :)
by Aeternus
Fri May 11, 2018 9:12 am
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 93079

Re: Car and train is electric

Then a kludge that allows you to convert pure electricity into a burn(er)-able fuel source seems the only viable option at present. It should not be too difficult to make a mod for that.

Suggested structure: Fuel Cell Charger
Use the accumulator model and animation. It seems fitting enough ...
by Aeternus
Fri May 11, 2018 8:42 am
Forum: Balancing
Topic: Remove or tweak heavy oil to solid fuel recipe.
Replies: 45
Views: 19276

Re: Remove or tweak heavy oil to solid fuel recipe.

Exactly that. The Heavy Oil to Fuel recipy is the only heavy oil sink until you reach Advanced Oil Processing - which requires blue science - which requires advanced electronics and whatnot. If omitted, you'd either be stuck building a few dozen tanks to store all that heavy oil. It becomes obsolete ...
by Aeternus
Wed May 09, 2018 12:37 pm
Forum: Implemented mod requests
Topic: Biter should glow when given the light attribute
Replies: 13
Views: 5070

Re: Biter should glow when given the light attribute

Hmm... you want bioluminescent nuclear biters?
I want Biter candles when flamethrowers are liberally applied!

Glow in the dark Biters for those poor unfortunate soulless that suvive a nuclear strike would also be neat... Or maybe glow in the dark suicide bomber biters? Banelings Biterlings to ...
by Aeternus
Wed May 09, 2018 12:31 pm
Forum: Gameplay Help
Topic: Doesn't anyone have a kovarex blueprint that doesn't need te
Replies: 11
Views: 18857

Re: Doesn't anyone have a kovarex blueprint that doesn't need te

At work so can't screeny it but...
I use filter splitters to re-sort the output of the Kovarex loop, then loop that back to the input via a priority splitter. Pure belt solution basically. Any surplus U-235/238 exits the other side of the priority splitter and gets shipped off to storage.
by Aeternus
Tue May 08, 2018 3:14 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 72530

Re: [MOD 0.16.x] Deadlock's Crating Machine

Or just use a priority splitter to burn crates when available, supplement with coal or something when not and keep a small buffer crate for crates. Not all that difficult ;)

By the way... this mod idea looks familiar. Might need to give it a whirl myself.
by Aeternus
Tue May 08, 2018 2:27 pm
Forum: Gameplay Help
Topic: Evenly split 2 resources down one side of the belt
Replies: 6
Views: 15330

Re: Evenly split 2 resources down one side of the belt

No combinators needed, just compression.
Put 2 splitters facing eachother, one field space inbetween. Inbetween them 2 belts each facing outward. Feed compressed iron on one side, compressed wires on the other. You end up with 100% iron on one side of the belt, 100% wires on the other side.
Merge ...
by Aeternus
Tue May 08, 2018 2:16 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 58
Views: 36303

Re: Reading Power capacity and demand

And another moral of the story is to use burner inserters for those pesky boilers... Blackout recovery is a pain in the neck without them. ;)
by Aeternus
Tue May 08, 2018 1:40 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 93079

Re: Car and train is electric


There are 3 possible ways to do electric trains (we didn't talk about cars)
1. Power poles affect trains.
Unlike an entity that only needs to scan for a grid when it it placed, or an electric pole is placed near it, a locomotive constantly moves, so would need to rescan for an electric grid every ...
by Aeternus
Tue May 08, 2018 12:58 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 58639

Re: Friday Facts #241 - New player experience

All of these points you listed basically show that the first tutorial levels should just be omitted or reworked into a single tutorial stage. Hand mining isn't really needed. Tell players that they -can- handmine (and start them out with a nearly broken tool so you can explain how to build a new ...
by Aeternus
Sat May 05, 2018 8:50 pm
Forum: Not a bug
Topic: Wrong penalty for path has a disabled station.
Replies: 9
Views: 2502

Re: Wrong penalty for path has a disabled station.

Even if true, the penalty exist to prevent trains from using stations as a bypass, the status has no relevancy to prevent that behaviour.

But why not remove penalty for disabled station because it does nothing.
Because players will sometimes disable a station to force trains to go to a second ...
by Aeternus
Fri May 04, 2018 11:45 am
Forum: Balancing
Topic: Speed modules are sometimes more efficient than Efficiencies
Replies: 31
Views: 86022

Re: Speed modules are sometimes more efficient than Efficiencies

Bobucles understands the value of free production :D

Totally right of course. The more steps left down the chain to the base resource, the more valuable production modules become in terms of energy savings. Which resigns efficiency modules to edge cases:
- Early bases where power production is ...
by Aeternus
Fri May 04, 2018 11:18 am
Forum: Technical Help
Topic: FPS/UPS using with differents setups.
Replies: 8
Views: 3184

Re: FPS/UPS using with differents setups.

Yeah - some advantages and disadvantages to each. Beacons have a negligible impact on performance, so with less assemblers and inserters the first might work better. The second only has one roboport and a smaller area, however, which might help. I'm not certain of the relations between electric ...
by Aeternus
Fri May 04, 2018 10:44 am
Forum: Won't fix.
Topic: [0.16.41] minor train pump connection error
Replies: 6
Views: 2820

Re: [0.16.41] minor train pump connection error

Are you certain this train is aligned properly with the rail grid? When you place a pump it'll highlight a 4 block wide space on the rail which it can connect to, stations should align with this grid as well. This wagon looks misaligned with that grid. Remove and re-place the pump, see if the ...
by Aeternus
Fri May 04, 2018 10:35 am
Forum: Balancing
Topic: Speed modules are sometimes more efficient than Efficiencies
Replies: 31
Views: 86022

Re: Speed modules are sometimes more efficient than Efficiencies

However, Prod modules are honestly not really worth without beacons unless the material being used by the machine is actually scarce and hence stretching the available supply of that material is valuable (only relevant to maps set to starvation settings for one or more raw resources).
Or if you ...
by Aeternus
Fri May 04, 2018 9:33 am
Forum: Technical Help
Topic: FPS/UPS using with differents setups.
Replies: 8
Views: 3184

Re: FPS/UPS using with differents setups.

You would need to test it. Gut instinct tells me 1 is more UPS friendly assuming you've got no power issues (low power causes beacons to need to recalculate). I think it heavily depends on the load of these too, how much time they are active. Also, with this many beacons around them, might wanna ...
by Aeternus
Fri May 04, 2018 8:06 am
Forum: Modding help
Topic: CRASH value must be dictionary in property tree at root
Replies: 25
Views: 10420

Re: CRASH value must be dictionary in property tree at root

It's not that complicated....... the parts in green is code if your not willing to help that's fine I will wait for someone else competent to help.
On the contrary, you've got someone willing to help, wanting to verify that you didn't mess up in that copy/paste you have done (something as simple ...
by Aeternus
Thu May 03, 2018 3:29 pm
Forum: Gameplay Help
Topic: Aliens gone rogue? How to check alien settings?
Replies: 3
Views: 1648

Re: Aliens gone rogue? How to check alien settings?

Most likely you had aliens migrating to a new nest site (they expand even in peaceful mode unless you turn that off) and your outpost happened to be in the way. Biters will attack objects blocking their path, chewing through them until they can move over them.
by Aeternus
Thu May 03, 2018 3:24 pm
Forum: Ideas and Suggestions
Topic: Add some simple starting blueprints for beginers
Replies: 32
Views: 15024

Re: Add some simple starting blueprints for beginers

What the OP is actually saying is that blueprints need a tutorial. That I can get behind, they are an important game mechanic.

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