Search found 75 matches

by Nefrums
Sat Jun 22, 2019 3:56 pm
Forum: Gameplay Help
Topic: First logistic chests
Replies: 8
Views: 3107

Re: First logistic chests

After the first research you are able to use logistics bots to transport items from chests to the player.
The second tech gives the more useful ability to transport items from chests to chests.
by Nefrums
Thu Jun 20, 2019 10:16 am
Forum: Gameplay Help
Topic: UPS friendly, nuclear reactor design?
Replies: 33
Views: 12145

Re: UPS friendly, nuclear reactor design?

The metric of how ups efficient a reactor setup is is really simple. Count number of entities handling fluid or heat. Less is better. Ups efficiency per W is just W/(number of entities handling fluid or heat) Edit: you probarbly need to count heat exangers x3 as they handle 2 types of fluid and heat.
by Nefrums
Mon Mar 25, 2019 10:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.18] Furnaces don't show out of fuel warning
Replies: 1
Views: 1873

[0.17.18] Furnaces don't show out of fuel warning

bug.jpg
bug.jpg (167.28 KiB) Viewed 1873 times
by Nefrums
Tue Mar 19, 2019 10:27 am
Forum: Balancing
Topic: productivity 1 speed penalty is too harsh
Replies: 10
Views: 3274

Re: productivity 1 speed penalty is too harsh

Prod modules when used correctly should reduce the number of assemblers you need.

Consider this example,. You make 60 ultiity sci a minute:
Using assembler2s without modules. -> 107 assembler2s.
If you put prod1s in the assemblers making sci. -> 102 assembler2s.
by Nefrums
Sat Mar 16, 2019 8:26 am
Forum: Minor issues
Topic: [0.17.12] Science pack consumption value wrong
Replies: 6
Views: 2153

Re: [0.17.12] Science pack consumption value wrong

Labs did use prod1 modules. But tech worth 1300 utility science was researched. And the graph shows 599 consumed. That is close to half the number of utlity science that was acctualy consumed by the labs. Also the statistics changes slightly if you change the timespan. "10h" tab shows a di...
by Nefrums
Fri Mar 15, 2019 12:41 pm
Forum: Minor issues
Topic: [0.17.12] Science pack consumption value wrong
Replies: 6
Views: 2153

Re: [0.17.12] Science pack consumption value wrong

Both, This is after a rocket was launched. Unmoded with default setting preset. Science consumed is lower than required for silo tech.
by Nefrums
Sun Mar 10, 2019 4:03 pm
Forum: Not a bug
Topic: [0.17.9] Inserters not working properly
Replies: 6
Views: 2375

Re: [0.17.9] Inserters not working properly

Loewchen wrote: ↑
Sun Mar 10, 2019 3:46 pm
This setup simply does not work, when the assembler produces less than one inserter can move, you run the chance that only one inserter will move it.
If all inserters are in the same chunk it does work. The inserters move every second item.
by Nefrums
Sun Mar 10, 2019 3:24 pm
Forum: Not a bug
Topic: [0.17.9] Inserters not working properly
Replies: 6
Views: 2375

Re: [0.17.9] Inserters not working properly

This is not new, it is related to the inserters being in different chunks. Turn on the grid and you'll see.
by Nefrums
Fri Mar 08, 2019 9:38 am
Forum: General discussion
Topic: Was 0.17.7 biters nerfed already?
Replies: 21
Views: 7591

Re: Was 0.17.7 biters nerfed already?

It is harder now in a few specific cases. In 0.16 there was a bug that a nest consumed all pollution regardless if it could generate biters from it or not. This caused biter acctivity to not scale in proportion to generated pollution. As this is now fixed biter acctivity scales with pollution now. S...
by Nefrums
Tue Mar 05, 2019 2:19 pm
Forum: Ideas and Suggestions
Topic: [0.17] Consistent research time for upgrades techs
Replies: 0
Views: 444

[0.17] Consistent research time for upgrades techs

Most multi level upgrade techs have a research speed of 30s for the two first levels and then 60s for levels 3+. Some of the upgrade techs do not follow this pattern. Inserter stack sice and lab speed techs have 30s for all levels. Mining productivity have 60s for all levels. I propose that this is ...
by Nefrums
Tue Mar 05, 2019 10:39 am
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 40102

Re: Version 0.17.5

Yes, asymptotically it was actually 5 times cheaper. So I fixed it for 0.17.6. The cost will be like this: Level 1: 250 (red + green) Level 2: 500 (+blue) Level 3: 1000 (+purple+yellow) of level 4+ is (level - 3) * 2500 I like this! Could you also consider bringing the research time of level 1 to b...
by Nefrums
Tue Mar 05, 2019 9:38 am
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 40102

Re: Version 0.17.5

Yes, asymptotically it was actually 5 times cheaper. So I fixed it for 0.17.6. The cost will be like this: Level 1: 250 (red + green) Level 2: 500 (+blue) Level 3: 1000 (+purple+yellow) of level 4+ is (level - 3) * 2500 I like this! Could you also consider bringing the research time of level 1 to b...
by Nefrums
Sat Mar 02, 2019 10:50 am
Forum: Balancing
Topic: blue and yellow assembler are worse than grey
Replies: 42
Views: 13550

Re: blue and yellow assembler are worse than grey

Higher tier assemblers produce less pollution and support modules. At the cost of increased power consumption and build cost.
Works as intended.
by Nefrums
Sat Mar 02, 2019 9:39 am
Forum: General discussion
Topic: Not pleased with 17.1 so far...
Replies: 65
Views: 17715

Re: Not pleased with 17.1 so far...

As I said above, loving 0.17, BUT, one very negative feedback: I very much dislike the middle-click to clear a quickbar item. Not sure if its bug or something that is planned to be fixed, but the middle mouse button has never been used until now, so why has it been introduced for the sole purpose o...
by Nefrums
Wed Feb 27, 2019 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
Replies: 10
Views: 7403

[Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids

cant place underground pipe on a tile between two normal pipe containing different fluids. See attatched screenshot:
bug.jpg
bug.jpg (311.59 KiB) Viewed 7403 times
by Nefrums
Mon Feb 25, 2019 8:51 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155251

Re: Friday Facts #283 - Prepare to Launch

I thought I read in the FF that release was today, February 25th, but now I can't find it. Here I sit anxiously awaiting. Is release today? Edit: I found it, it was in FF 282 - "If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the we...
by Nefrums
Fri Jan 11, 2019 12:21 pm
Forum: Gameplay Help
Topic: Stuck in mission after building radars
Replies: 4
Views: 1820

Re: Stuck in mission after building radars

Open the tech GUI. Icon in the top right of the screen, or press the shortcut key "t"
by Nefrums
Sat Jan 05, 2019 8:24 am
Forum: Balancing
Topic: 0.17+ mining & smelting numbers
Replies: 16
Views: 22063

Re: 0.17+ mining & smelting numbers

I like the 2s suggestion. Having the same speed as an electric mining drill opens up for some interesting direct insertion designs.
by Nefrums
Thu Dec 06, 2018 12:26 pm
Forum: Gameplay Help
Topic: Labs + Inserters
Replies: 14
Views: 7551

Re: Labs + Inserters

The easiest way for up to 6 science packs is to have it all inserted from one side, 2 long inserters and one normal taking from 3 belts (one needs to be with underground belts, to pass the long inserters) into the same lab. For 7 sci packs you can have rows of underground belts pass through the row ...

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