Search found 250 matches

by Kelderek
Thu May 18, 2017 9:06 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 34880

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 ...
by Kelderek
Thu May 18, 2017 6:12 pm
Forum: Gameplay Help
Topic: 1 red underground costs 40 gear wheels
Replies: 17
Views: 3839

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...
by Kelderek
Thu May 18, 2017 4:11 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 24018

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...
by Kelderek
Thu May 18, 2017 6:14 am
Forum: General discussion
Topic: [15.11] Semi-Tileable Reactor Layout
Replies: 2
Views: 934

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...
by Kelderek
Wed May 17, 2017 9:10 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 24018

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...
by Kelderek
Wed May 17, 2017 6:35 pm
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 35253

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...
by Kelderek
Wed May 17, 2017 3:18 am
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 35253

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...
by Kelderek
Tue May 16, 2017 3:16 pm
Forum: Gameplay Help
Topic: No Path Train (have loop for it to turn)
Replies: 11
Views: 7093

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 ...
by Kelderek
Mon May 15, 2017 6:14 pm
Forum: Gameplay Help
Topic: map editor / scenario
Replies: 1
Views: 347

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...
by Kelderek
Sun May 14, 2017 7:31 pm
Forum: General discussion
Topic: question about 0.15
Replies: 7
Views: 1421

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.
by Kelderek
Sun May 14, 2017 3:55 pm
Forum: General discussion
Topic: Saturation: Steam per pipe
Replies: 5
Views: 2963

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.
by Kelderek
Fri May 12, 2017 10:19 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: [0.15] My first Marathon factory
Replies: 7
Views: 6258

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.
by Kelderek
Fri May 12, 2017 4:26 pm
Forum: Gameplay Help
Topic: Kovarex enrichment question
Replies: 2
Views: 574

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...
by Kelderek
Fri May 12, 2017 4:17 pm
Forum: General discussion
Topic: Double header train stop designs
Replies: 12
Views: 12025

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...
by Kelderek
Fri May 12, 2017 3:19 am
Forum: General discussion
Topic: Nuclear power start before Kovarex math
Replies: 10
Views: 3336

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...
by Kelderek
Thu May 11, 2017 10:25 pm
Forum: Railway Setups
Topic: Fluid Balancer for Rail Tanker Unloading
Replies: 7
Views: 7991

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.
by Kelderek
Thu May 11, 2017 6:48 am
Forum: General discussion
Topic: Double header train stop designs
Replies: 12
Views: 12025

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...
by Kelderek
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: 498

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...
by Kelderek
Wed May 10, 2017 10:32 pm
Forum: General discussion
Topic: Double header train stop designs
Replies: 12
Views: 12025

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...
by Kelderek
Wed May 10, 2017 4:39 pm
Forum: General discussion
Topic: Double header train stop designs
Replies: 12
Views: 12025

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...

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