Search found 199 matches
- Mon Oct 23, 2017 6:08 pm
- Forum: General discussion
- Topic: What is everyone's preferred train size
- Replies: 70
- Views: 46515
Re: What is everyone's preferred train size
Isn't the max speed achieved with a 1:2 ratio of loco:wagon? Locos and wagons are cheap so I use 2-4's everywhere. Double head doesn't scale well and it's super easy to build loops so I loop. I also find it to be easier to keep track of a system where trains can only go one direction on any given pi...
- Mon Oct 23, 2017 6:05 pm
- Forum: Modding help
- Topic: Replace underground belt
- Replies: 2
- Views: 733
Re: Replace underground belt
You should probably include some details of what you're trying to do.
- Mon Oct 23, 2017 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Wagons capacity and weight
- Replies: 18
- Views: 9322
Re: Wagons capacity and weight
Cargo wangon capacity was increased a little bit few updates ago. We didn't want to increase it too much, because even now people build trains with just two or three wagons. We are afraid, increasing cargo wagon capacity would result in people building less trains and building trains with just one ...
- Sun Oct 22, 2017 2:28 am
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 20120
Re: Speed Modules, What are they good for?
One very niche use for eff2 is putting them in pumpjacks. This halves the pollution output compared with eff1 (actually more when taking terrain pollution absorb into account) and can make "stealth" pumping outposts deep in biter territory. Although I find this isn't half as useful as it ...
- Sat Oct 21, 2017 3:18 am
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 20120
Re: Speed Modules, What are they good for?
Eff1 modules are cheap enough that they can be tossed into miners to cut down your pollution by a good chunk, and at the edges where it matters. The real issue with efficiency modules is the opportunity cost. When they cost the same as spd or prod you're still trying to put all your resources into m...
- Fri Oct 20, 2017 7:34 pm
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 20500
Re: Difficulty curve and how to keep players till end game
The whole point of the game is its complexity. The challenges around efficiently setting up complex production like oil is where the game gets real.
- Thu Oct 19, 2017 9:24 pm
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 20120
Re: Speed Modules, What are they good for?
Speed beacons are crucial when using productivity modules. If you're not using productivity modules the cost of speed modules/beacons is ludicrous compared to just building more assemblers. (with rare cases for perfecting a ratio, eg recipe needs 3.2 assemblers so you have 3 asm3's, one with a spd 1...
- Thu Oct 19, 2017 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Inverted output for Combinators
- Replies: 3
- Views: 1339
Re: Inverted output for Combinators
This can be done using existing circuit network stuff, as you've noticed.
The devs have stated that they do not see the need to add things that are easily accomplished through other methods.
The devs have stated that they do not see the need to add things that are easily accomplished through other methods.
- Thu Oct 19, 2017 12:32 am
- Forum: Won't fix.
- Topic: [0.15.36] Train cars can have rail mined from under them
- Replies: 5
- Views: 1957
Re: [0.15.36] Train cars can have rail mined from under them
Each car is in a position where if removed it could not be placed again as there are only 2 pieces of track under them. Placing cars on two tracks isn't impossible at all. You just have to be very precise as there's only about 1-2 pixels where it works. 2trackwagon.jpg whoooaaaaaaaaa This solves ev...
- Wed Oct 18, 2017 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 10914
Re: Early game should require less tree removal from ore patches
I was thinking about it more and realized that this is much more of an issue for brand new players. I think a better solution would be "suggested maps" for new players to start on. Most issues with maps are resolved by the artificial requirements of the starting zone but for the rare case ...
- Wed Oct 18, 2017 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 10914
Re: Early game should require less tree removal from ore patches
IMO resource patches in the starting area should have something done to them in map generation to remove or reduce trees on them. Especially if it's a player's first map.
- Wed Oct 18, 2017 6:51 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503400
Re: Simple Questions and Short Answers
Is there any clever way for a circuit network to detect biters? The majority of my base's power usage is currently going to idle laser towers, and the spikes during an attack are surprisingly small. I'd like to make peril-sensitive firebases that bring additional guns online when there is an immine...
- Wed Oct 18, 2017 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4755
Re: Dedicated / Smart Fuel inserters
I would rather see filter inserters have a "passive mode" that can be toggled. In passive mode an inserter will only takes items "requested" by their target, such as recipe items. Then make fuel slots "request" fuel. Make dedicated slots "request" that type. ...
- Tue Oct 17, 2017 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: Assembling machine infinitely buffers after decreasing speed
- Replies: 12
- Views: 5593
Re: Assembling machine infinitely buffers after decreasing speed
I can't reproduce what you describe. It never goes above 144 iron plates no matter how many speed modules in beacons I put around the assembling machine. It sounds like the bug happens when you remove speed modules while the buffer is above what the new buffer would be. It sounds like this might be...
- Tue Oct 17, 2017 7:45 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4755
Re: Dedicated / Smart Fuel inserters
I would rather see filter inserters have a "passive mode" that can be toggled. In passive mode an inserter will only takes items "requested" by their target, such as recipe items. Then make fuel slots "request" fuel. Make dedicated slots "request" that type. ...
- Tue Oct 17, 2017 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4755
Re: Dedicated / Smart Fuel inserters
Would also be nice if it could tell you the contents of that specific car.Impatient wrote:I like that one. Clean and simple. A sensor-plate-rail like entity.JohnyDL wrote:How about circuit connecting rails it could tell you if a wagon, fluid wagon or engine was on top of it the same way belts do.
- Tue Oct 17, 2017 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4755
Re: Dedicated / Smart Fuel inserters
I would rather see filter inserters have a "passive mode" that can be toggled. In passive mode an inserter will only takes items "requested" by their target, such as recipe items. Then make fuel slots "request" fuel. Make dedicated slots "request" that type. I...
- Tue Oct 17, 2017 6:03 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.23] inserter waits too long
- Replies: 94
- Views: 48729
Re: [0.15.23] inserter waits too long
Yay fixes! Now my other pet peeve with inserters, deadlock... See, what the devs should do is make it so that inserters pick up a full hand of items first, bring it over to the machine, and then decide whether to deposit the items or not. That way, the items are immediately available once the machin...
- Fri Oct 13, 2017 10:18 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 132541
Re: Attacking biters with turrets makes all weapons pointless
Also, can you post a video of you managing to get turrets up vs several big worms with a simple 30 second activation delay? Without losing dozens of turrets. Well. That's kinda why turret creeping is OP. You would be automating turrets and ammo anyways for military science. So who cares if you lose...
- Fri Oct 13, 2017 7:44 pm
- Forum: Ideas and Suggestions
- Topic: QoL: Auto-refuel car/tank from player inventory
- Replies: 8
- Views: 3023
Re: QoL: Auto-refuel car/tank from player inventory
Actually, I'd like every vehicle "mined" to keep its configuration, so that the next time it is plonked down, it refills everything (ammo, fuel, cargo, ...) the way it was (to the extent of what the player has in his inventory). And I also think this should be made into vanilla, because i...