Search found 360 matches

by dood
Thu Mar 22, 2018 1:01 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36856

Re: So... Let's talk about bots, and how to fix them properly...

ratchetfreak wrote:
dood wrote: Okay.
But you can then, after doubling your bots and ports, half the distance for twice the throughput and that's something belts can't do.
Correct?
no becasue if you put the 2 sections of belt next to each other you have double the throughput
What.
by dood
Thu Mar 22, 2018 12:36 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36856

Re: So... Let's talk about bots, and how to fix them properly...

apples to apples https://i.imgur.com/1cvE9sU.jp Eh, no Bots scale linearly to the distance, A bot's travel time is linear with the distance, So to have the same throughput over twice the distance you need twice as many bots (and twice as many robotports). You need to adjust the requesters to make s...
by dood
Thu Mar 22, 2018 11:54 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36856

Re: So... Let's talk about bots, and how to fix them properly...

ratchetfreak wrote:apples to apples
Image
by dood
Thu Mar 22, 2018 11:34 am
Forum: Gameplay Help
Topic: 100% Green evolution possible? Quickest path to it?
Replies: 14
Views: 3616

Re: 100% Green evolution possible? Quickest path to it?

Tekky wrote:Burning solid fuel creates the same amount of pollution as burning coal. I guess you are referring to solar and nuclear power.
I'm mostly referring to smelters.
Those things create tons of pollution with no way to reduce it.
by dood
Thu Mar 22, 2018 11:22 am
Forum: Gameplay Help
Topic: Bus design questions and considerations
Replies: 15
Views: 5924

Re: Bus design questions and considerations

1) How wide should it be? Most of the information I found seems to recommend 7-8 lanes of 4 tracks each, so my plan is for 8. Is that right, or should I reserve more? 2) Of those, I the consensus seems to be for a minimum of these tracks: 4 green circuits, 4 iron, 4 copper, 2 steel. But I see hints...
by dood
Thu Mar 22, 2018 10:45 am
Forum: Railway Setups
Topic: Four-way roundabout junction (hopefully deadlock-free)
Replies: 22
Views: 19501

Re: Four-way roundabout junction (hopefully deadlock-free)

For junctions, you only put chain signals at the start and throughout them so the train stops in front of it if whatever pathing chosen isn't free and not mid-junction, which is how deadlocks happen. Regular signals mark the exit. So: https://i.imgur.com/N83aa7A.jpg 0eNqlnOtuFEkMRt+lf09Q23Xrzqus0CqE...
by dood
Thu Mar 22, 2018 3:35 am
Forum: Railway Setups
Topic: Unloading 96 blue belts
Replies: 8
Views: 7723

Re: Unloading 96 blue belts

If you want to go that big, maybe excessively long trains rather than lots of unload stations are the answer, so that each train trip isn't just a drop in the ocean. I use 8 cargo trains on a medium sized base map and one of those can't even sustain 6 belts of ore under ideal conditions. It would al...
by dood
Thu Mar 22, 2018 3:05 am
Forum: General discussion
Topic: Loaders?
Replies: 69
Views: 27071

Re: Loaders?

Train stations are a perfect place to use blueprints. Build the station once, copy it, and use it over again. Loaders are basically "inserters but faster". They aren't very essential to the game. A loader with an inventory might be neat, but it's not very different than using a chest and ...
by dood
Thu Mar 22, 2018 2:55 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36856

Re: So... Let's talk about bots, and how to fix them properly...

Bots do have a frontloaded ability to move items and then collect on charging stations. I'm not accounting for that because you can't keep a base going on a burst of bots. You can however make it as compact as possible. Which has a profound effect on the throughput of bots. Yes that also goes for s...
by dood
Wed Mar 21, 2018 5:57 pm
Forum: Ideas and Suggestions
Topic: Nukes are overpowered and they need to be nerfed in some way
Replies: 23
Views: 4157

Re: Nukes are overpowered and they need to be nerfed in some way

They cost 5000 packs of everything to research.
By the time you got your hands on them, manually fighting biters at all has become obsolete thanks to artillery.
by dood
Wed Mar 21, 2018 4:36 pm
Forum: Gameplay Help
Topic: 100% Green evolution possible? Quickest path to it?
Replies: 14
Views: 3616

Re: 100% Green evolution possible? Quickest path to it?

You can practically eliminate pollution by putting tier 1 efficiency modules into everything and stopping to burn coal.
That will almost put an end to biter attacks.
by dood
Wed Mar 21, 2018 4:18 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36856

Re: So... Let's talk about bots, and how to fix them properly...

When a belt network grows, the exact same growth of complexity happens. No it doesn't because it's linear. You can't focus your 1 tile wide beltline to move things between 2 tiles especially fast. It'll always be 40 items a second over its entire length. You can absolutely focus the entire bot netw...
by dood
Wed Mar 21, 2018 3:56 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36856

Re: So... Let's talk about bots, and how to fix them properly...

Like I said. Again.
One is constant, the other is exponential.
How is that apples to apples?
by dood
Wed Mar 21, 2018 3:36 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36856

Re: So... Let's talk about bots, and how to fix them properly...

Like I said, the logistic power of bots isn't constant, it becomes exponentially less effective the larger the area they have to cover for a variety of reasons, which is a problem belts don't have. That's why comparing "x tiles of belt" to "x tiles of robots" is silly. You don't ...
by dood
Wed Mar 21, 2018 11:14 am
Forum: General discussion
Topic: Loaders?
Replies: 69
Views: 27071

Re: Loaders?

I've been using belt loaders to test beaconed setups, just make sure that the "belt" side is pointing at the belt, and the other side is pointing at the chest! To load into a chest you need to put it down the wrong way, then rotate it (like an Underground Belt). Personally the problem for...
by dood
Wed Mar 21, 2018 10:48 am
Forum: Ideas and Suggestions
Topic: Use nuclear product for Portable Fusion Reactor
Replies: 32
Views: 6440

Re: Use nuclear product for Portable Fusion Reactor

Solar cells aren't totally obsolete. They are still a huge step up when combined with shields and batteries. A 5x5 suit with shields, batteries and solar is very lethal at the point that medium and some large biters hit the field. Why would you fart around with a substandard shield if you can have ...
by dood
Wed Mar 21, 2018 10:36 am
Forum: General discussion
Topic: Loaders?
Replies: 69
Views: 27071

Re: Loaders?

welcome to the forums! :) why not enable the recipe via console, and decide for yourself? /c game.player.force.recipes["loader"].enabled = true /c game.player.force.recipes["fast-loader"].enabled = true /c game.player.force.recipes["express-loader"].enabled = true If t...
by dood
Wed Mar 21, 2018 9:15 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 36856

Re: So... Let's talk about bots, and how to fix them properly...

I would shudder to leave "fixing bots" in the hands of people who don't even know how to actually optimize them with active providers (that's the only explanation I have as to why someone came up with the buffer chest). That "throughput comparison" where they compared "X til...
by dood
Wed Mar 21, 2018 8:54 am
Forum: General discussion
Topic: [POLL]Which major update do you think will end up being 1.0?
Replies: 30
Views: 7519

Re: [POLL]Which major update do you think will end up being 1.0?

They wanted to give some option for early construction bots so I still consider that to be pretty vital before it can go gold.
Someone also has to finally figure out how pipes work and then fix them because urgh. So that'll probably be around 0.30.
by dood
Wed Mar 21, 2018 8:48 am
Forum: General discussion
Topic: Loaders?
Replies: 69
Views: 27071

Loaders?

I wasn't around for loaders, considering the changes that went over the game in the meantime, would they still be considered "OP"? What about them was "too strong"? Producing a compressed belt with just 1 entity doesn't seem all that game changing to me just like the splitter fil...

Go to advanced search