Search found 187 matches

by AngledLuffa
Fri Feb 01, 2019 7:31 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 86690

Re: Friday Facts #280 - Visual Feedback is the king

The improvements to the train GUI look great! Looking forward to playing with them.

I'm also glad to hear conditional stops are on your radar, even if not implemented this patch. Either "go if" or "skip if" would be very powerful.
by AngledLuffa
Wed Jan 30, 2019 8:43 pm
Forum: Gameplay Help
Topic: Sandbox mode - place or delete blueprints
Replies: 3
Views: 2016

Re: Sandbox mode - place or delete blueprints

Thanks, I'll check out Creative Mod
by AngledLuffa
Mon Jan 28, 2019 8:06 pm
Forum: Ideas and Suggestions
Topic: Make Pumps report amount pumped to the circuit network
Replies: 3
Views: 959

Make Pumps report amount pumped to the circuit network

TL;DR Make the Pump objects report fluid transferred in the same way belts do What ? When connecting belts to the circuit network, you can measure how much is traveling. This is useful for things such as measuring how much has been pushed total in the course of a few minutes, for example. It would ...
by AngledLuffa
Sat Jan 26, 2019 6:45 am
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 6103

Re: UPS friendly green chips?

I built a couple blue chip factories to compare, and the results are pretty biased in favor of bots. The bot based layout ran 1,000,000 ticks in 49s, and the belt based layout took 147s. I would say that there is probably some optimization to be done in both of the layouts, but in some ways they're ...
by AngledLuffa
Sat Jan 26, 2019 2:46 am
Forum: Gameplay Help
Topic: Sandbox mode - place or delete blueprints
Replies: 3
Views: 2016

Sandbox mode - place or delete blueprints

Is there a fast way to place or delete blueprints in sandbox mode? Sitting around waiting for bots is fine I guess, but it does take a while, especially when deleting objects that are full of plates, for example.
by AngledLuffa
Sat Jan 26, 2019 1:07 am
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 6103

Re: UPS friendly green chips?

I've been trying some profiling experiments with all of these suggestions, and it's been very interesting so far. Without spamming too many pictures, I find that a simple change like putting a lane balancer at the end of a column of furnaces leads to a big improvement. Presumably the belt doesn't ge...
by AngledLuffa
Thu Jan 24, 2019 11:00 pm
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 6103

Re: UPS friendly green chips?

So this should work?

- build a design in sandbox mode, save it
- run from the command line with -benchmark FILE -benchmark-ticks N
by AngledLuffa
Thu Jan 24, 2019 10:35 pm
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 6103

Re: UPS friendly green chips?

Neat! Can I ask what you use to do this testing? I would gladly stress test some of my own layouts if I had a good setup for it. I was thinking that god mode wouldn't quite work as it would easily do 60ups the entire way, but it seems you are not going that fast. How did you accomplish that without ...
by AngledLuffa
Wed Jan 23, 2019 10:01 pm
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 6103

Re: UPS friendly green chips?

Indeed, I was wondering whether it is worth it to get full power out of the green chip assembler at the cost of flying around 20% more copper plates :)
by AngledLuffa
Wed Jan 23, 2019 8:48 pm
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 6103

Re: UPS friendly green chips?

From a UPS perspective, do you know which of the following three are best? - green chip assembler occasionally turns off because of not enough wire (the image shown) - replace prod module with speed in the wire assembler - remove one beacon near the green chip assembler The green chip assembler has ...
by AngledLuffa
Wed Jan 23, 2019 7:00 pm
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 6103

Re: UPS friendly green chips?

Very nice, thank you!
by AngledLuffa
Wed Jan 23, 2019 6:17 pm
Forum: Gameplay Help
Topic: UPS friendly green chips?
Replies: 17
Views: 6103

UPS friendly green chips?

What is a UPS efficient layout for green chips? Either bots or belts would be welcome. I've been putting 2 wire assemblers and 2 green chip assemblers in a 4x8 rectangle of beacons. The wire assemblers are fast enough to keep up with the chips, and the chip assemblers are 5.5 speed (+340%). I think ...
by AngledLuffa
Mon Jan 21, 2019 8:50 am
Forum: Ideas and Suggestions
Topic: End-game mech
Replies: 17
Views: 7826

Re: End-game mech

Artillery is a pretty good mechanism for automated death. Load up a few cannons around the walls of your base and you'll never need to clear out territory manually again.
by AngledLuffa
Sat Dec 29, 2018 8:44 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150667

Re: Friday Facts #275 - 0.17 Science changes

It's going to take so much work to upgrade my megabase to the 0.17 science packs. I can't wait!

Please do make it feasible to upgrade existing bases, of course
by AngledLuffa
Thu Dec 27, 2018 3:28 am
Forum: Gameplay Help
Topic: Train track highlight more than 5 cars?
Replies: 4
Views: 1842

Re: Train track highlight more than 5 cars?

Both are good ideas, thanks! I think I like the blueprint idea more, as it works away from the stations.

Still, if there's a way to make the game do the highlighting for us, that would make it easier to handle curves, as you say.
by AngledLuffa
Mon Dec 24, 2018 11:37 pm
Forum: Gameplay Help
Topic: Train track highlight more than 5 cars?
Replies: 4
Views: 1842

Train track highlight more than 5 cars?

When you place a rail signal on a track, it puts a highlight of 5 cars worth to show where the train can go. Is it possible to make that longer than 5 cars? I was thinking of reorganizing my railroad to allow for 8 or 10 car trains, and it would be kind of awkward to just guess at the right distance...
by AngledLuffa
Fri Nov 30, 2018 1:27 am
Forum: Gameplay Help
Topic: Dead trees & UPS
Replies: 0
Views: 784

Dead trees & UPS

Do dead trees or trees that have reached 0 remaining leaves contribute to UPS? The last time I profiled my base, it was using about 2% of its processing time having trees get worse with pollution. I was thinking that since the stage 3 trees don't absorb pollution any more anyway, I should remove the...
by AngledLuffa
Wed Nov 14, 2018 9:17 pm
Forum: General discussion
Topic: Finding balance: a guide to belt balancers
Replies: 11
Views: 52744

Re: Finding balance: a guide to belt balancers

Very interesting - a lot to digest.

I believe there are a couple typos. On page 14,

"However, if we were to make a MxN followed by another MxN"

I believe the second one should be NxN, although I might be misunderstanding.

Also, rout -> route
by AngledLuffa
Fri Nov 09, 2018 8:56 pm
Forum: General discussion
Topic: I've had alls I can stands and I can stands no more
Replies: 11
Views: 5076

Re: I've had alls I can stands and I can stands no more

Also, there is no good way to make a locomotive take the color of the cargo it transports. I would love to be able to assign colors to cars the same way you can assign them to trains. I would make the ugliest trains you've ever seen. The biters that get run over would die happy because they no long...
by AngledLuffa
Sat Nov 03, 2018 8:53 pm
Forum: Ideas and Suggestions
Topic: Late stage feedback/balancing/issues
Replies: 15
Views: 3621

Re: Late stage feedback/balancing/issues

Minor UI nit: there isn't a good visual cue to distinguish when factories are stuck due to excessive output (rather than lack of inputs) Minor UI nit: chemical plant activity status is hard to see (unlike assemblers) For both of these, check out the bottleneck mod. Considering how popular and how u...

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