Search found 250 matches
- Thu May 18, 2017 9:06 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 50783
Re: Version 0.15.12
Not updating until the 0.15.10 level of map-camera zoom is restored. Placing large blueprints is far too cumbersome otherwise. Maybe the design intent is that for large enough blueprints and construction work you should actually go to that location in person? Also it is a bit lame to make a demand ...
- Thu May 18, 2017 6:12 pm
- Forum: Gameplay Help
- Topic: 1 red underground costs 40 gear wheels
- Replies: 17
- Views: 6292
Re: 1 red underground costs 40 gear wheels
Many items are 0.5s to benefit hand crafting. If you make it 3+ seconds each then that makes better sense for automation, but would be really annoying for hand crafting. While this game is about automation on the whole, you will still often need/want to craft items by hand on occasion and certain on...
- Thu May 18, 2017 4:11 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42160
Re: [0.15.*] Feedback topic
There is a distribution defined in config files - it's not that offset as your results. On the other hand it's all based on rng so you might get to be more or less lucky with your resources. Also setting everything to very low frequency doesn't change distribution for RSO. Take a look at descriptio...
- Thu May 18, 2017 6:14 am
- Forum: General discussion
- Topic: [15.11] Semi-Tileable Reactor Layout
- Replies: 2
- Views: 1512
Re: [15.11] Semi-Tileable Reactor Layout
I'm curious why you would want to bring in your water through pipes that need space between the reactors and the heat exchangers as this forces you to use longer heat pipes. If you fed the water in from the outer side of your heat exchangers (between them and the turbines, instead of between them an...
- Wed May 17, 2017 9:10 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42160
Re: [0.15.*] Feedback topic
I just spent nearly 4 hours trying to find stone outside my starting area on my map. This map was generated in 0.15.9 I believe, I am currently running 0.15.11. I was about to give up when I found 3 stone deposits very close to each other in the northeast corner of my map. All my resources are set t...
- Wed May 17, 2017 6:35 pm
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 50300
Re: Version 0.15.11
I keep coming back to the discrepancy between the neighbor bonus for reactors and the shorter range of heat pipes. These two ideas conflict with each other. Do you devs have in mind an upper limit for how many reactors can be grouped together before you have to create a separate cluster? I kind of l...
- Wed May 17, 2017 3:18 am
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 50300
Re: Version 0.15.11
Regarding the change for heat pipes... I think that the change to make the heat decrease with distance is good in general, it is reasonable to assume you can't stretch the heat too far from the reactors that generate it. But to my way of thinking I this change goes a bit too far in how much it limit...
- Tue May 16, 2017 3:16 pm
- Forum: Gameplay Help
- Topic: No Path Train (have loop for it to turn)
- Replies: 11
- Views: 13233
Re: No Path Train (have loop for it to turn)
I've removed all the signals to eliminate the possibility of having made a mistake with them. If you have no signals at all then you can only have a single train, if you had more than one train on the track, as your top picture shows, then both of those trains are in the same block and will not be ...
- Mon May 15, 2017 6:14 pm
- Forum: Gameplay Help
- Topic: map editor / scenario
- Replies: 1
- Views: 685
Re: map editor / scenario
Not that I am aware of. Depending on how far along you are on your current factory, you may just need to start over. One thing you can do to save time is give yourself equivalent items to jumpstart a new factory. When you edit the map, just place some chests and add in whatever items you want. You c...
- Sun May 14, 2017 7:31 pm
- Forum: General discussion
- Topic: question about 0.15
- Replies: 7
- Views: 2694
Re: question about 0.15
In the late game you have some new weaponry like uranium ammo, cannon shells and the atomic bomb. But your early and mid game methods will be basically the same as in 0.14.
There are also more options available at map generation to fine tune things like biter expansion and evolution in 0.15.
There are also more options available at map generation to fine tune things like biter expansion and evolution in 0.15.
- Sun May 14, 2017 3:55 pm
- Forum: General discussion
- Topic: Saturation: Steam per pipe
- Replies: 5
- Views: 4695
Re: Saturation: Steam per pipe
I don't know about the limits with steam, but you can use 20 boilers with a single offshore pump and you can string them in a line with the steam output in a long pipe along the side and then run that steam to a straight line of 40 engines and the steam makes it all the way to the end just fine.
- Fri May 12, 2017 10:19 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: [0.15] My first Marathon factory
- Replies: 7
- Views: 8075
Re: [0.15] My first Marathon factory
Very cool factory!
I'm curious, do you only have 30 research labs or is that just one of multiple "modules" for that. I ask because your production number look like they may be much higher than the number of labs you've shown even with all those beacons.
I'm curious, do you only have 30 research labs or is that just one of multiple "modules" for that. I ask because your production number look like they may be much higher than the number of labs you've shown even with all those beacons.
- Fri May 12, 2017 4:26 pm
- Forum: Gameplay Help
- Topic: Kovarex enrichment question
- Replies: 2
- Views: 1149
Re: Kovarex enrichment question
Are you wanting the output to be moved internally back to the input within the centrifuge? AFAIK there are no items in this game that function that way so you have to extract the full 41 units from the centrifuge output one way or another. How you decide to separate out the one extra unit of U-235 i...
- Fri May 12, 2017 4:17 pm
- Forum: General discussion
- Topic: Double header train stop designs
- Replies: 12
- Views: 19796
Re: Double header train stop designs
Looks like you're well on your way, glad I could help. Many of the things I did came from ideas other people had first. I was inspired a lot by the 0.15 mega base that V435000 posted at the 0.15 FFF release -- if you weren't aware, he has a download link for that savegame in either the FFF or the im...
- Fri May 12, 2017 3:19 am
- Forum: General discussion
- Topic: Nuclear power start before Kovarex math
- Replies: 10
- Views: 5681
Re: Nuclear power start before Kovarex math
In my first 0.15 game I used nuclear power with a few reactors before I accessed kovarex. I used 8 centrifuges to process the ore. It took a long time to get the excess U-235 to start up the enrichment, but I had plenty of other things to do to kill the time and I supplemented my power with traditio...
- Thu May 11, 2017 10:25 pm
- Forum: Railway Setups
- Topic: Fluid Balancer for Rail Tanker Unloading
- Replies: 7
- Views: 11332
Re: Fluid Balancer for Rail Tanker Unloading
How do you deal with the fact that the fluid wagon holds 3 times the amount of fluid as one storage tank? You need 3 storage tanks to hold the fluid from each wagon.
- Thu May 11, 2017 6:48 am
- Forum: General discussion
- Topic: Double header train stop designs
- Replies: 12
- Views: 19796
Re: Double header train stop designs
What kind of monster lurks behind your stations that they require you to (un)load 8 trains at once? Are you asking me or the OP? I thought he was asking you :) Anyway, for me it's the smelter: it takes in 2 trains of ore (in a separate station) and loads 5 trains of plates (2xiron, 2xcopper, 1xstee...
- Wed May 10, 2017 10:41 pm
- Forum: Balancing
- Topic: Get rid of abstract science packs 1/2/3 - and maybe revamp the entire Science
- Replies: 1
- Views: 885
Re: Get rid of abstract science packs 1/2/3 - and maybe revamp the entire Science
I like the idea of renaming the first three science packs. I'm not keen on the idea of basic/intermediate/advanced science packs. We already have to deal with 7 different science pack types and from what you described all you are doing is just condensing them. It adds a layer of complexity for negli...
- Wed May 10, 2017 10:32 pm
- Forum: General discussion
- Topic: Double header train stop designs
- Replies: 12
- Views: 19796
Re: Double header train stop designs
What kind of monster lurks behind your stations that they require you to (un)load 8 trains at once? Are you asking me or the OP? This is my train complex for an auxiliary base I have separate from my main base whose sole purpose is to do everything pertaining to launching rockets. The stations here...
- Wed May 10, 2017 4:39 pm
- Forum: General discussion
- Topic: Double header train stop designs
- Replies: 12
- Views: 19796
Re: Double header train stop designs
Here's an example from my current 0.15.x game of a complex with multiple stations. I have a large stacker to the upper left for incoming trains. The stations are in pairs with an entry and exit also able to support a single train (all my trains are 1-2-1 or 1-1-1). For a matched pair of stations the...