Search found 250 matches

by Kelderek
Tue May 23, 2017 6:33 pm
Forum: Balancing
Topic: Restore the flamethrower's glory
Replies: 10
Views: 3072

Re: Restore the flamethrower's glory

You should actually try it. The required amount of sustained fire is so high that it's faster to destroy a spawner with SMG instead. I use it in all my games as soon as it is available and all the way to end game. At end game I use atomic bombs for large enough bases and for anything smaller I just...
by Kelderek
Tue May 23, 2017 6:18 pm
Forum: Gameplay Help
Topic: I don't understand how heat exchangers work
Replies: 8
Views: 13238

Re: I don't understand how heat exchangers work

Keep in mind the OP is only putting fuel in 4 of those reactors, not all 6.
by Kelderek
Tue May 23, 2017 6:13 pm
Forum: Gameplay Help
Topic: [Question] If there's a way to extend trains ghost?
Replies: 3
Views: 1634

Re: [Question] If there's a way to extend trains ghost?

Not that I know of, I solve this by grabbing a rail signal and holding it over the rail until it aligns with the brackets form the train stop and that allows me to extend it further. It is also annoying that the same brackets don't show both before and after rail signals. The devs assume that you wi...
by Kelderek
Tue May 23, 2017 5:44 am
Forum: Gameplay Help
Topic: I don't understand how heat exchangers work
Replies: 8
Views: 13238

Re: I don't understand how heat exchangers work

Mouse over each reactor, are the neighbor bonuses being applied even for the unfueled reactors? For example is the bottom left showing 100% or 200%? If it shows 200% then I would assume that to be a bug, I would expect the bonus to apply only for fueled reactors. If it shows 100% for the bottom left...
by Kelderek
Mon May 22, 2017 10:30 pm
Forum: Gameplay Help
Topic: Central rail depot for everything?
Replies: 1
Views: 2512

Re: Central rail depot for everything?

I would assume you need to use circuit network to control this. Have your trains in the waiting yard wait for a circuit condition and then control that from the destination station. If you assign a virtual signal like A, B, C, etc. to a station then you could conceivably control which of the waiting...
by Kelderek
Mon May 22, 2017 10:17 pm
Forum: General discussion
Topic: First time doing robot logistics!
Replies: 6
Views: 2036

Re: First time doing robot logistics!

I've always used bots in pretty much every game I've played, but often in only limited ways - for example, I never used them for loading or unloading trains, I never used them for smelting, etc. Each new playthrough I try using them for something new. In my current 0.15 game I am making heavy use of...
by Kelderek
Mon May 22, 2017 4:16 pm
Forum: Balancing
Topic: Restore the flamethrower's glory
Replies: 10
Views: 3072

Re: Restore the flamethrower's glory

The flamethrower is fine, the mechanics have changed a little is all. It's not a 1-click kill on nests any more due to increased fire resistance the nests gained, but you can overcome that with sustained fire. From the 0.15 Patch Notes: The flames created on ground from the flamethrower significantl...
by Kelderek
Sun May 21, 2017 6:40 pm
Forum: General discussion
Topic: Ore gen, there's no middle ground
Replies: 14
Views: 6537

Re: Ore gen, there's no middle ground

This is precisely why the RSO mod (Resource Spawn Overhaul) is so popular. It just handles this better and gives you more control to fine tune it the way you want for both biters and resources. Xterminator made a mod spotlight video recently about RSO: https://www.youtube.com/watch?v=CvPAjsxhses&...
by Kelderek
Sat May 20, 2017 7:24 pm
Forum: Balancing
Topic: Nuclear reactor are too late to be usefull.
Replies: 2
Views: 1283

Re: Nuclear reactor are too late to be usefull.

Too late??? It only needs up to blue science which is the 3rd of 7 science pack types. The progression makes perfect sense as it is now: -- You get boilers + steam engines from the start of the game without research -- You get solar with only red and green science -- You get nuclear with red, green,...
by Kelderek
Sat May 20, 2017 4:04 pm
Forum: Gameplay Help
Topic: [0.15.12] Can't zoom into world view on map anymore
Replies: 7
Views: 3893

Re: [0.15.12] Can't zoom into world view on map anymore

Unless you somehow ended up on an older version of the game, I'm guessing this is a bug that you may want to report in the bug forum.
by Kelderek
Sat May 20, 2017 3:59 pm
Forum: Gameplay Help
Topic: Watery woes: Looking for help on water throughput
Replies: 11
Views: 3646

Re: Watery woes: Looking for help on water throughput

I'm looking for an universal solution. IE no "pipe these few things, then use that for the rest". It might seem the best way, but it gets in the way of a uniform, repeatable pattern. But I guess, if you want to keep it expandable into infinity, the logistics network is the only system tha...
by Kelderek
Sat May 20, 2017 1:59 pm
Forum: Gameplay Help
Topic: [0.15.12] Can't zoom into world view on map anymore
Replies: 7
Views: 3893

Re: [0.15.12] Can't zoom into world view on map anymore

New here, not sure if this is the right place, etc. In 0.15.10, I could zoom into the map to make it show the 'world view' where I could see other players doing things etc. Since 0.15.11 I can no longer do this at all, instead it just reaches a maximum zoom level and shows the solid-coloured map. O...
by Kelderek
Sat May 20, 2017 1:54 pm
Forum: Gameplay Help
Topic: Content display
Replies: 2
Views: 1650

Re: Content display

In 0.15.x there is a separate window for looking at logistics networks, the default keybind for that is "L". From that window you can view the contents of each logistic network in your game including your player character inventory. I'm not sure if it can be filtered, but it is very simila...
by Kelderek
Sat May 20, 2017 6:32 am
Forum: Gameplay Help
Topic: Watery woes: Looking for help on water throughput
Replies: 11
Views: 3646

Re: Watery woes: Looking for help on water throughput

- Pipes / close to the shore. Was my old setup, but the requirement to keep heat pipes short makes this impossible to maintain. Putting the turbines across from the reactors also doesn't work - underground pipes just dont have the reach - and I want to build on both sides of the reactor row anyway....
by Kelderek
Fri May 19, 2017 9:52 pm
Forum: Balancing
Topic: Kovarex Enrichment is not fun
Replies: 84
Views: 36878

Re: Kovarex Enrichment Process unbalanced?

Because 1x gain seems a little low for what you get. The only hard part about the kovarex process is acquiring the first 40 units of U-235, but once you have it you can get a nearly free supply of more U-235 from that point on. Don't forget that you can speed module and beacon it up and once you ge...
by Kelderek
Fri May 19, 2017 7:37 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51703

Re: Version 0.15.12

you open your map when you need an overview of your factory, or to make expansion plans, etc. if i can stand in a spot and simply scroll out farther than i what i can see when the map itself zooms to world then the map zoom fucntion has no use to me. which in turn... makes it, what? useless. In the...
by Kelderek
Fri May 19, 2017 6:50 pm
Forum: Balancing
Topic: Laser Turret vs. Gun Turret Ballance
Replies: 17
Views: 23891

Re: Laser Turret vs. Gun Turret Ballance

Range and health are the biggest drawbacks for gun turrets. I'm not sure they can hit a spitter that is at max range (been a while since I tested it up close), and they have something like half or 2/5 the health of laser turrets which means your construction bots have less time to repair them before...
by Kelderek
Fri May 19, 2017 6:43 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51703

Re: Version 0.15.12

~snip~ You're really determined to make a mountain out of a molehill here. We're talking about a feature which did not exist not too long ago and was then altered and in it's current form still offers you a lot more than what you had available in 0.14. Why is further explanation from the devs so es...
by Kelderek
Fri May 19, 2017 2:24 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51703

Re: Version 0.15.12

I think what you guys are asking for on the map view simply is not appropriate for the vanilla game. Your argument would be valid if zoom levels were moddable. If they were, I would have already made a mod that adds research-based extensions to radar view. Then fight to get that change instead, to ...
by Kelderek
Thu May 18, 2017 11:10 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51703

Re: Version 0.15.12

I think what you guys are asking for on the map view simply is not appropriate for the vanilla game. I would buy those arguments about large blueprints and automation, etc. if we did not have an actual character in the game and it was a fully god-like perspective (like a prison architect type of vie...

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