Search found 835 matches
- Thu Apr 20, 2017 12:00 am
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 44657
Re: Underground rails
Not sure if it is feasable - a tunnel that would be destroyed with a vehicle inside would be troublesome to handle. Bridges might be a better idea - could be implemented as just another type of railtrack without collision detection with standard track objects while the train is on it. It'd also make...
- Wed Apr 19, 2017 11:56 pm
- Forum: Balancing
- Topic: Difficulty: Laser charge delay, biters destroy all poles
- Replies: 8
- Views: 2834
Re: Difficulty: Laser charge delay, biters destroy all poles
... the tutorial missions should really cover tank controls. I swear, I built that thing and couldn't figure out for half the game why the main gun was always shooting backwards - and couldn't hit the broadside of a battlecruiser, let alone a biter nest or worm. I ended up driving in reverse - then ...
- Wed Apr 19, 2017 11:50 pm
- Forum: Gameplay Help
- Topic: Train Roundabouts
- Replies: 59
- Views: 47036
Re: Train Roundabouts
A threeway roundabout could still jam like above... if a train wanted to go straight but changes path to the close exit as it has already passed it, would force the train to loop around and jam itself. For this to happen though, you'd need a mesh type network, where the same station (or stations wit...
- Tue Apr 18, 2017 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Bored of new game tree cutting? - pet bot
- Replies: 10
- Views: 4459
Re: Bored of new game tree cutting? - pet bot
Meh. I remain of the opinion that the best weapon against trees... Is a simple match. Forest in the way? Burn. It. Down. An early incendiary weapon (short range) would be useful. A "flaming stick" 'nade would work. Not like you don't know how to set things on fire early in the game - burne...
- Tue Apr 18, 2017 6:27 am
- Forum: Ideas and Suggestions
- Topic: Pipe/Circuit network connections?
- Replies: 5
- Views: 2855
Re: Pipe/Circuit network connections?
That just looks like so. It has some connections: - either you need that for some kind of alarming (there's another topic) for the case, that you don't have enough coal for example. But that's boring. No new gameplay! - or you need it to heat liquids to a certain temperature. Which needs some kind ...
- Thu Apr 13, 2017 3:10 pm
- Forum: Ideas and Suggestions
- Topic: High Pressure Pipe suggestion
- Replies: 11
- Views: 3967
Re: High Pressure Pipe suggestion
I'm not just thinking long distance - I'm thinking short to medium distance, but higher throughput. Flow rate can be inadequate when supplying a steam engine array. Just use a lot of pumps. Pressure will be higher and you can supply 25 engines with one pipe. I tried that but it never seems to work ...
- Thu Apr 13, 2017 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Forest regrowth?
- Replies: 12
- Views: 12577
Forest regrowth?
Not sure how feasable this is but... would regrowing/expanding forests be a good idea? If left to their own devices, forests could then slowly grow outward, potentially recovering from a forestfire. General idea is that forests: - Will not regrow in areas beyond moderate pollution. - Will only regro...
- Thu Apr 13, 2017 1:42 pm
- Forum: Ideas and Suggestions
- Topic: Cargo Airships?
- Replies: 12
- Views: 5917
Re: Cargo Airships?
Ok, that is also a problem with "realism clash": An airship cannot fly so fast as the trains currently do. Think of it graphically: Something big, that is flying over the bots with 5-10 times more speed... Well, I don't know, how that will come out in the end. My critics is perhaps just, ...
- Thu Apr 13, 2017 1:31 pm
- Forum: Ideas and Suggestions
- Topic: High Pressure Pipe suggestion
- Replies: 11
- Views: 3967
Re: High Pressure Pipe suggestion
I'm not just thinking long distance - I'm thinking short to medium distance, but higher throughput. Flow rate can be inadequate when supplying a steam engine array.
- Thu Apr 13, 2017 1:22 pm
- Forum: Gameplay Help
- Topic: Gun Turrets ammunition auto-supply ?
- Replies: 13
- Views: 37505
Re: Gun Turrets ammunition auto-supply ?
Flamethrowers will take any type of oil, so just barrel crude - divert a small amount of crude oil to defenses via requestor chests and a single local storage tank (and active provider/requestor send the empty barrels back the same way). I don't use flame turrets a lot though, they're a friggin' fri...
- Thu Apr 13, 2017 12:53 pm
- Forum: General discussion
- Topic: how do YOU manage barrels of oil?
- Replies: 66
- Views: 27504
Re: how do YOU manage barrels of oil?
Haven't tried it yet - my megacomplex isn't so big yet that it can't pipe oil back. But I'm planning to and with this setup: - Have enough fluid tanks (at least 4, but >=5 recommended to prevent the pumpjacks from going idle) at the oil outpost to guarantee a wagonload of oil (or 2, but oil barrels ...
- Thu Apr 13, 2017 12:00 pm
- Forum: Gameplay Help
- Topic: Train Roundabouts
- Replies: 59
- Views: 47036
Re: Train Roundabouts
Most likely cause: The path from the blue arrow to the train's ultimate destination is occupied while the train entered the roundabout. It wants to go around, probably by exiting to the left. Simple solution: Eliminate the chain signals inside the roundabout loop, and ensure a train is no larger the...
- Thu Apr 13, 2017 11:04 am
- Forum: Gameplay Help
- Topic: Train path finding in congested networks
- Replies: 19
- Views: 6450
Re: Train path finding in congested networks
I've seen something similar happen that might be related to this - I was doing some work with trying to make a round-robin switching for loading docks by using Combinators in a simple SR Latch configuration (I have an ore transfer dock and want all 4 tracks to be used evenly). This works beautifully...
- Thu Apr 13, 2017 9:45 am
- Forum: Ideas and Suggestions
- Topic: High Pressure Pipe suggestion
- Replies: 11
- Views: 3967
High Pressure Pipe suggestion
Since we have faster belts in late game, might I suggest creating a Pressurized Pipe that can handle a much higher throughput/pressure (4 times or so), and a High Pressure pipe that can handle even more (16 times or so)? It would be handy to use those for handling larger steam engine clusters, and f...
- Thu Apr 13, 2017 9:04 am
- Forum: Ideas and Suggestions
- Topic: Pipe/Circuit network connections?
- Replies: 5
- Views: 2855
Pipe/Circuit network connections?
Did a quick search but didn't find anything similar to this: Can pipes be enabled for the Circuit Network? Suggested functionality would be similar to conveyor belts: - Open/Closed fluid transfer based on circuit condition (pipe would function like a passive valve) - Read fluid content/pressure (pos...
- Wed Apr 12, 2017 7:09 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26322
Re: Which turrets are best?
Suggestion for the devs: To make gun turrets a bit more feasable in late game, have Constructor Bots refill their ammo stock directly? Given that Constructors are meant to do maintenance, and also autograb repair packs... once the later game logistics are sorted, Gun Turrets would become way more fe...
- Wed Apr 12, 2017 4:09 pm
- Forum: General discussion
- Topic: Lasers, Guns or Flamers?
- Replies: 4
- Views: 7302
Lasers, Guns or Flamers?
I've dug around in some old topics to figure out what people's thoughts behind the various turrets are. Guns, lasers or flame turrets, what's the preference? Personally, I've stuck with laser turrets for the most part - mass producing them and just going all out on making a 2 turret deep wall of the...
- Fri Apr 07, 2017 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Cargo Airships?
- Replies: 12
- Views: 5917
Re: Cargo Airships?
Not very realistic. Bulk cargo isn't airlifted for a reason... it's just too heavy.
Normal ships instead of airships would be a neat addition, but I'm not sure if the game will support that.
Normal ships instead of airships would be a neat addition, but I'm not sure if the game will support that.
- Thu Apr 06, 2017 1:31 pm
- Forum: Gameplay Help
- Topic: Beginner video tutorial help please
- Replies: 7
- Views: 2435
Re: Beginner video tutorial help please
I started out with the vanilla single player campaign - very useful in teaching the basic concepts of the game. Sort of an interactive tutorial, I highly recommend it! Jumping straight into the freeplay mode can be a bit daunting, there's a lot of things that you simply have to know (such as researc...
- Thu Apr 06, 2017 1:02 pm
- Forum: Balancing
- Topic: Difficulty: Laser charge delay, biters destroy all poles
- Replies: 8
- Views: 2834
Re: Difficulty: Laser charge delay, biters destroy all poles
One thing to take into account with making poles a target is that this will make mining outposts hard to power - since biters will wreck the usually unprotected power lines heading to those outposts. That makes a rail/ore outpost strategy all but impossible to do in vanilla games. In early game, if ...