Search found 214 matches
- Fri Jan 25, 2019 8:21 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75322
Re: Friday Facts #279 - Train GUI & Modern Spitter
The bugs now look pretty if you like bugs and get tired of eating fish. Anyone have a BBQ and some ketchup or mustard? I wonder if I can feed bugs to bugs and if the bugs will eat the BBQed bugs. Regarding the trains, is there a way to by-pass a station based on either the cargo in the train, or amo...
- Sat Jan 19, 2019 9:22 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65590
Re: Friday Facts #278 - The new quickbar
I would like to emphasize two things mentioned by others that I like Someone mentioned no resupply unless player is wearing armor of some sort. Upon respawn after death, I like the idea of no resupply or limited resupply until armor is put on. Alt + Tab keystroke combination. I do not recommend usin...
- Sat Jan 05, 2019 1:07 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153238
Re: Friday Facts #275 - 0.17 Science changes
I started a game with a mod that includes the proposed science changes, and I am about 70% of the way to a rocket launch. Here are my additional comments. 1. Chemical Science is now harder due to having two products that use crude oil as a raw resource. I'm not sure that was the desired effect. 2. M...
- Sun Dec 30, 2018 8:12 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153238
Re: Friday Facts #275 - 0.17 Science changes
Overall I am impressed with the amount of effort put into the redesign of sciences! I am looking at it's implementation. I do have a few concerns and recommendations. My first concern is that some non-intermediate products are now used as intermediate products used to create the final science packs....
- Mon Oct 22, 2018 4:47 am
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 66395
Re: Speed modules are sometimes more efficient than Efficiencies
By the time I start using modules in large numbers, in the games I play, about the only thing I use efficiency module is it is a component needed for making something like armor. At this stage if the game, power is not an issue. I have more then enough solar and nuclear power. Currently there are se...
- Tue Jun 19, 2018 1:37 am
- Forum: Balancing
- Topic: Change Rocket fuel to have it's own research step
- Replies: 5
- Views: 2815
Re: Change Rocket fuel to have it's own research step
That is not a bad idea.
I would put somewhere prior to researching the silo, since you need to know the properties of your rocket fuel before you can build a rocket silo.
Hiladdar
I would put somewhere prior to researching the silo, since you need to know the properties of your rocket fuel before you can build a rocket silo.
Hiladdar
- Tue Jun 19, 2018 1:30 am
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 79307
Re: Trains vs conveyors?
For me, it is all of the above, or both trains and belts. There are situations where belts are better, and some where trains are better, despite the cost. By the time I have both blue and military science rolling, I am already in the situation of having to switch out yellow belts with red ones, and ...
- Tue Jun 19, 2018 1:11 am
- Forum: Show your Creations
- Topic: How do you effectively supply non-laser defense perimeter
- Replies: 11
- Views: 14387
Re: How do you effectively supply non-laser defense perimeter
Initially, I set up turrets, then add in flame throwers. I try to set up sectors, to be somewhat autonomous. I try to keep about 20-25 flame turrets per sector, with it's own oil tank, The turrets are there to be a back up and as biter bait for the flame turrets. If they are destroyed, so what, they...
- Tue Jun 19, 2018 12:54 am
- Forum: Gameplay Help
- Topic: Train station/logistic clogging problem
- Replies: 6
- Views: 3036
Re: Train station/logistic clogging problem
From a design perspective, I set up two rail yards initially. The first one is for fluids, and I also set up a refueling station there. Coal is the initial fuel, or if a heavy forested starting area, lumber. Trains run on coal, lumber, and so on. As a rule, I'll only process incoming oil, incoming s...
- Tue Jun 12, 2018 6:40 pm
- Forum: Energy Production
- Topic: Minimal Autonomous Radar Setup
- Replies: 12
- Views: 35721
Re: Minimal Autonomous Radar Setup
Within the secure area of the base I like to use a small array that consists of 1transformer, 1radar, 8 solar panes and 7 accumulates, in an almost small square box, when there is no electrical line close by. I know may have one too many accumulators, or one too many solar panels. It takes about a d...
- Tue Jun 12, 2018 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.48]Holding blueprint causes UPS drop
- Replies: 16
- Views: 8293
Re: [0.16.48]Holding blueprint causes UPS drop
I can confirm that this patch does fix this issue. It was not just a rail roads almost all blue prints.
Thanks guys!
Thanks guys!
- Tue May 15, 2018 7:51 pm
- Forum: Show your Creations
- Topic: Bots based iron smelting
- Replies: 13
- Views: 14135
Re: Bots based iron smelting
Herkalurk, I tweaked the logic circuit last night for better control of this array, so that I can change it from one location. All the stack inserters are connected by a a red wire. The red wire out of the array is connected to a decider combiner. The combiner is programed with "if STEEL < 100k...
- Mon May 14, 2018 9:37 pm
- Forum: Show your Creations
- Topic: Bots based iron smelting
- Replies: 13
- Views: 14135
Re: Bots based iron smelting
Herkalurk Here are to images. First shows the corner of the smelting array. Second shows how what the furnace is amped up to. In intent on providing blueprint so that if others wanted to they could replicated in the game. Next step I am working on is to set it up so that I can control and dynamicall...
- Mon May 14, 2018 7:41 pm
- Forum: Show your Creations
- Topic: Bots based iron smelting
- Replies: 13
- Views: 14135
Re: Bots based iron smelting
I set up something similar. It is set up to be scalalable both in width and height. Bots move raw resources to a requester chest. Finished resources are moved to an active provider chest. The inserted is networked to only work when there are less then say one million a designated smelted item in the...