Search found 214 matches
- Tue Jan 02, 2018 10:56 pm
- Forum: Not a bug
- Topic: Position-depend behavior in furnace recipes
- Replies: 7
- Views: 2687
Re: Position-depend behavior in furnace recipes
How hard would it be to make it so that ingredient slots are always filled first instead of fuel ones? That would be a (seemingly) trivial change that'd make the whole thing consistent. But then what happens when you're trying to smelt iron? If it put the fuel in the ingredient slot first, then eve...
- Tue Jan 02, 2018 10:38 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410522
Re: Simple Questions and Short Answers
Is it intended that productivity modules become relatively irrelevant in late game mining? My baseline mining bonus from research is 272% and each productivity 3 is only a further 10% additive (for a total of 302%), rather than multiplicative which would be 354% Just to point out the obvious, they ...
- Tue Jan 02, 2018 7:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Multiple filter slots on storage chests don't work
- Replies: 4
- Views: 2559
Re: [Rseding91] [0.16.12] Multiple filter slots on storage chests don't work
I was a little surprised storage chests can only be filtered for one item, but on thinking about it, it makes sense. Since storage chests fill up indefinitely, mixing items isn't very good idea anyway. You'd have no control over how much of each thing ends up in there. You can always use multiple st...
- Tue Jan 02, 2018 7:19 pm
- Forum: General discussion
- Topic: Pushing trains, ideal for small train stops?
- Replies: 4
- Views: 2239
Pushing trains, ideal for small train stops?
I just realized something interesting. For a small scale train operation, it can be better to put the locomotive in back. I'm not talking about the "two-headed" option, just having the locomotive push instead of pull. The advantage is that you need less space for your stops, because the ca...
- Tue Jan 02, 2018 5:46 pm
- Forum: General discussion
- Topic: Roboport supplying repair-packs to requester chests
- Replies: 5
- Views: 2862
Re: Roboport supplying repair-packs to requester chests
So I guess the proper way to do this now is to put a buffer chest requesting repair packs near your roboport.
- Sat Dec 30, 2017 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Sensors
- Replies: 2
- Views: 658
Re: Sensors
While a separate sensor isn't a *bad* idea, it's worth noting that gates act as sensors. Combine with rail signals and you can make a safe crossing, but it's somewhat more work of course.
- Sat Dec 30, 2017 2:10 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
Another way to look at barrels is to consider what you can do with one. One barrel is: Enough acid to make 5 blue circuits or 2.5 batteries, or mine 50 uranium ore. Enough PG for 5 bars of plastic. Enough lube for 3.33 electric engine units. Half a batch of crude for the refinery. Half a flamer fuel...
- Fri Dec 29, 2017 2:57 am
- Forum: Ideas and Suggestions
- Topic: Train stations should output the train's color
- Replies: 6
- Views: 1337
Train stations should output the train's color
I got this idea while reading the discussion of train IDs. Now that the ID is shown in a tooltip, I guess it's not so bad, but it's still not super user-friendly. So I was thinking, what if the train's color acted as a secondary ID? Stations would simply output any stopped train's RGB color as those...
- Wed Dec 27, 2017 5:06 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 58330
Re: Version 0.16.7
I'm afraid not, it's currently a whopping 250.Gnark wrote:This is my major concern. But this is only divised by 2 right ?
- Wed Dec 27, 2017 1:02 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410522
Re: Simple Questions and Short Answers
Alright, thanks. That gives me some hard numbers are a starting place at least. I can tell that 2/sec (recipe wise) is a good way to go. It will scale to 2.5/sec with Assembler 3. However the real problem is in high tech flasks which consume pretty damn many resources especially blue circuits. Yes,...
- Tue Dec 26, 2017 7:38 pm
- Forum: Gameplay Help
- Topic: Getting past early game in 0.16
- Replies: 11
- Views: 3373
Re: Getting past early game in 0.16
I can't say I've ever felt like bot building speed was a problem. Just how big a smelting operation are you trying to set up? As a long-time player, I suppose you make heaver use of blueprints than I've got into yet, which I'm sure is smart, but perhaps you need to get your hands dirty and help thos...
- Tue Dec 26, 2017 6:22 pm
- Forum: Gameplay Help
- Topic: Robot pathing troubles
- Replies: 5
- Views: 1163
Re: Robot pathing troubles
Hmm, well I don't think furnishing the whole center area with robo ports is gonna be practical, at least not in the immediate future. I guess separating the networks is the best bet. Thanks for the advice. I've never tried interfacing with the logistic network manually like that. I knew you could bu...
- Mon Dec 25, 2017 8:37 pm
- Forum: Gameplay Help
- Topic: Robot pathing troubles
- Replies: 5
- Views: 1163
Robot pathing troubles
So I'm a relative noob, and I just finished claiming a large section of the map via "great wall" techniques, and the net result is I've got a ring of robo ports surrounding a large (currently) empty zone. Trouble is robots are dumb, and will frequently try and make a delivery straight acro...
- Mon Dec 25, 2017 8:15 pm
- Forum: Texture Packs
- Topic: [Submission] High Res Concrete Textures - old style
- Replies: 3
- Views: 4204
Re: [Submission] High Res Concrete Textures - old style
Quite nice. it still feels like an upgrade without changing the look completely.
Any chance you could do non-high-res graphics to match?
Any chance you could do non-high-res graphics to match?
- Mon Dec 25, 2017 8:02 pm
- Forum: General discussion
- Topic: 0.16 Fluid wagon separation feature removal POLL
- Replies: 41
- Views: 12189
Re: 0.16 Fluid wagon separation feature removal POLL
Honestly the only thing I can say in favor of removing it, is that it was a little bit confusing for a newbie, like if your rail stop actually faces left, it's unintuitive it's the right switch that actually controls the front connection. But meh, that's not a very big deal. If for some reason the d...
- Mon Dec 25, 2017 7:54 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
Regarding compressing inserters, here's a random Idea, what if it was a research? That way people who miss the crazy stuff you need to do to compress belts without it, would still get to play that way for a certain stage of the game, or indefinitely if they want to forgo researching that as a volunt...
- Sat Dec 23, 2017 12:48 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410522
Re: Simple Questions and Short Answers
Alright, thanks. That gives me some hard numbers are a starting place at least.
- Sat Dec 23, 2017 12:14 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410522
Re: Simple Questions and Short Answers
I to clarify, I'm talking about expanding science pack production for that last push to finish off the expensive stuff. "Number of Labs Running" just seemed like a good way to quantify it. Perhaps that was a mistake, now that I think about it, this would depend on how much you've upgraded ...
- Fri Dec 22, 2017 11:36 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410522
Re: Simple Questions and Short Answers
What's a reasonable number of labs (running continuously) to shoot for when trying to finish up all the non-infinite research? Notably nukes are still to be done. That 5000 looks intimidating.
- Fri Dec 22, 2017 9:06 pm
- Forum: General discussion
- Topic: [POLL] Concrete in 0.16
- Replies: 51
- Views: 15949
Re: Concrete in 0.16
I don't hate it as much as I thought I would. Mainly because the "bricks" are smaller than I imagined. The preview images are all very zoomed in, but in the game it doesn't look quite as rough since the detail is smaller. None the less, I still don't like it. And despite the technical impr...