Search found 365 matches

by JimBarracus
Mon Nov 20, 2017 1:04 pm
Forum: Balancing
Topic: Dear Devs, please balance default progression
Replies: 6
Views: 2725

Re: Dear Devs, please balance default progression

I agree. I found it particularly difficult to set up a game in which the resource and exploration balance is set right.. This. You either have enough resources or you don't. You might also have the wrong focus on either military or production. You either have enough resources to get Kovarex Enrichm...
by JimBarracus
Tue Nov 14, 2017 1:12 pm
Forum: Ideas and Suggestions
Topic: Late-Game: Teleporter with a twist
Replies: 2
Views: 1193

Re: Late-Game: Teleporter with a twist

Soething like a remote controlled cyborg you can use and interact with buildings just like yourself. It could also be used for combat. As a limitaion it could work only in the active radar range. There could be a building which can be entered like a car and gives you control over the cyborg. When yo...
by JimBarracus
Fri Oct 27, 2017 9:27 am
Forum: Balancing
Topic: Blue science is too hard to get
Replies: 42
Views: 25174

Re: Blue science is too hard to get

I actually struggle more to make setup for yellow science. The need for raw materials is extreme since you need tons of copper, yellow science needs almost as much copper as the rest of the science packs. Building a temporary oil refinery is not that difficult, you need to redesign it later anyway u...
by JimBarracus
Thu Oct 26, 2017 8:15 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 64425

Re: Friday Facts #212 - The GUI update (Part 1)

maybe some fancier designs? :ugeek: :roll:

Image

I dont really like shape of the gui because of buttons sticking out of the main window.
by JimBarracus
Thu Oct 26, 2017 7:56 am
Forum: Ideas and Suggestions
Topic: Change Portable Fusion Reactor to RTG
Replies: 20
Views: 6426

Re: Change Portable Fusion Reactor to RTG

You should also be able to craft an electric train powered by a few rtg's which doesn't need any fuel.
"There is a mod for that" I know.
by JimBarracus
Tue Oct 24, 2017 7:01 am
Forum: Gameplay Help
Topic: Loading a construction train
Replies: 8
Views: 5779

Re: Loading a construction train

Just make sure, that all Slots have a filter on them because the open Slots will be filled with random items. Having at least one stack of any material is actually not a Problem, ist not that much anyway. You can control it, but the Slot on the Train is gone anyway so why bother. You won't have more...
by JimBarracus
Wed Aug 23, 2017 7:02 am
Forum: General discussion
Topic: [Poll] Is it worth switching to electric furnace
Replies: 36
Views: 24146

Re: [Poll] Is it worth switching to electric furnace

electric > steel

no need to feed them with fuel
modules make them more efficient
with nuclear power electricity becomes dirt cheap

I run my furnaces with 2 tier 1 Efficiency modules which makes the running costs cheaper than steel furnaces.
Decentralized smelting is also way easier.
by JimBarracus
Tue Aug 22, 2017 10:12 am
Forum: Ideas and Suggestions
Topic: Electrified concrete
Replies: 7
Views: 3175

Re: Electrified concrete

Technically a cable has to run down from the pole to the ground in order to connect to the entities. Else you would have wifi electricity. Thinking about it different coverage Areas don't make sense since you run an Underground cable from the pole to the building. The length shouldn't be that limite...
by JimBarracus
Tue Aug 22, 2017 5:37 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Roboport Grid Layout v04
Replies: 12
Views: 23094

Re: Roboport Grid Layout v04

How are you going to insert rocket science into the labs?
by JimBarracus
Mon Aug 21, 2017 11:05 am
Forum: Ideas and Suggestions
Topic: power visualisation change
Replies: 11
Views: 3622

Re: power visualisation change

At this point you use over 100% of the available power because you drain power from the accumulators. It is difficult to draw conclusions if the electric Setup is sufficent when you use solar. Massive biter attacks can kick back and you loose all the stored power because of constant laser turret Act...
by JimBarracus
Mon Aug 21, 2017 10:22 am
Forum: Balancing
Topic: Kovarex Enrichment is not fun
Replies: 84
Views: 37119

Re: Nuclear power price / risk balancing

I don't think it's overpowered, the Setup costs are insane and you Need a longterm solution for fuel supply. Planning a nuclear site is also quite complicated. Compared to solar it is far more balanced in Terms of Setup and upkeep. I Could imagine some parts, that have some wear within the reactor b...
by JimBarracus
Mon Aug 21, 2017 10:02 am
Forum: Gameplay Help
Topic: Walls & Logistics Networks
Replies: 5
Views: 2079

Re: Walls & Logistics Networks

you should try to create 5 seperate Networks. One for each side of the wall and one for your production site. Deliver needed items by Train and put them in Provider chest within the wall Networks. Check out cable Networks to control the amount of items the inserters put into chests. Robots are not t...
by JimBarracus
Fri Aug 18, 2017 6:05 am
Forum: Ideas and Suggestions
Topic: Defence/Turret Train
Replies: 13
Views: 5232

Re: Defence/Turret Train

So you mean just to defend that train rather than as a line defence? Traditional trains are 1:2, a single artillery wagon would extend the length of the train by 33% and slow it down, needing a second would be ridiculous so therefore you would want one of these wagons to be sufficient to defend the...
by JimBarracus
Wed Aug 16, 2017 5:17 am
Forum: Gameplay Help
Topic: Can't get assembly machines to work
Replies: 17
Views: 10196

Re: Can't get assembly machines to work

Lesson for today: beware your creation turning against you. I had an array of about a dozen furnaces to smelt iron ore to plates in my last game shown here. It was not enough to keep the inserter assembly at the very end of the production line in supply of iron plates, no matter how many furnaces I...
by JimBarracus
Thu Aug 10, 2017 10:15 am
Forum: Gameplay Help
Topic: How load train with condition item count?
Replies: 6
Views: 4464

Re: How load train with condition item count?

No, you need to have alle the items requested permanently at the loading Station. Set the filters in the wagens the way you need them and the trains will be loaded correctly. Make sure that every slot has a filter, else the onoccupied slots will be loaded with random items. Use an item you don't loa...
by JimBarracus
Tue Aug 08, 2017 5:19 am
Forum: Gameplay Help
Topic: sending items to different logic grids by signal help
Replies: 1
Views: 1060

Re: sending items to different logic grids by signal help

What is the Point of your construction? You want to move items from grid A to B. But why do they Change? I have a very simple Setup to move items from one to another grid. Grid A: Requester Chest Grid B: Red Inserter Passive or active provider chest and a storage chest in the middle of the grid. Red...
by JimBarracus
Tue Jul 18, 2017 6:06 am
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 64312

Re: Electric trains

You could use the portable fusion reactor to power an electric train
the current train needs 600kW and the Fusion reactor can provide 750kW.

Vanilla still lacks a stationary solution for the fusion reactor
by JimBarracus
Fri Jul 14, 2017 10:59 am
Forum: Ideas and Suggestions
Topic: Floodlights
Replies: 2
Views: 1234

Re: Floodlights

An advanced medium pole would be neat.
Maybe you need 4 lamps and the power pole to craft a flood light.

Or have the possibilty to Mount a light on other objects for example on an Assembler.
by JimBarracus
Fri Jul 14, 2017 4:42 am
Forum: Implemented Suggestions
Topic: 5th Logistics Box (Filtered Yellow-or-Red)
Replies: 12
Views: 3893

Re: 5th Logistics Box (Filtered Yellow-or-Red)

If your base is so large you are struggling to build stuff by robots in a decent time you either have to little bots or your network is simply to big. Or both. It's better to supply building sites which are literally off the grid by Train. Don't be afraid to split up your logistic Network. For my ma...
by JimBarracus
Thu Jul 13, 2017 8:42 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Isthmus Fortress v2 [0.14]
Replies: 3
Views: 3622

Re: Isthmus Fortress v2

Very structured base, I like it.

One Thing: I would build walls on the three landstrips to protect the whole area and dump all the turrets within your base.
The landstrips are quite narrow; easy and cheap to protect and you would save a lot of energy.

I wish my base would be so structured.

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