Search found 365 matches
- 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...
- 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...
- 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...
- 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?
I dont really like shape of the gui because of buttons sticking out of the main window.
I dont really like shape of the gui because of buttons sticking out of the main window.
- 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.
"There is a mod for that" I know.
- 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...
- 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.
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.
- 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...
- 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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
the current train needs 600kW and the Fusion reactor can provide 750kW.
Vanilla still lacks a stationary solution for the fusion reactor
- 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.
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.
- 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...
- 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.
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.