Search found 233 matches
- Sun Aug 23, 2020 9:34 pm
- Forum: Balancing
- Topic: Inserter power usage (aka don't use fast inserters)
- Replies: 16
- Views: 7256
Re: Inserter power usage (aka don't use fast inserters)
regular inserters will move more IPS, for less energy, than one fast inserter. You should only ever use fast inserters when space constrained. As Koub has pointed out, this is not surprising. The simplest tool that does the job is usually also the cheapest. Stack inserters are much better by the ti...
- Sun Aug 16, 2020 6:08 am
- Forum: Balancing
- Topic: Spidertron speed buff
- Replies: 44
- Views: 22432
Re: Spidertron buff
A fairer comparison is with the tank. I'd expected the spidertron to be faster, but you need two exoskeletons just to match the speed of a tank with rocket fuel.AmericanPatriot wrote: ↑Sat Aug 15, 2020 6:20 pmThe spidertron is currently slower than the player, and much slower than a train.
- Tue Jun 23, 2020 4:04 am
- Forum: Show your Creations
- Topic: Sparse belts
- Replies: 7
- Views: 3961
Re: Sparse belts
All I can say is that with the continually moving loop I _did_ notice a UPS slowdown, but with the circuit activated belt, on a considerably larger scale, I don't.5thHorseman wrote: ↑Mon Jun 22, 2020 9:24 pmI was under the impression that huge circuit networks of hundreds of belts was a ups drain.
- Mon Jun 22, 2020 9:01 pm
- Forum: Show your Creations
- Topic: Sparse belts
- Replies: 7
- Views: 3961
Re: Sparse belts
The power drain of a couple of inserters on the belt is completely dwarfed by, like, the power drain of everything else ever in your factory, Absolutely. I put that point last because it is by far the least important. including the inserters driving the turrets themselves. Depends how many turrets ...
- Sun Jun 21, 2020 10:36 pm
- Forum: Show your Creations
- Topic: Sparse belts
- Replies: 7
- Views: 3961
Re: Sparse belts
for the application in the OP -- an ammo belt feeding turrets along a wall -- my solution was to build a looping belt. That's exactly what I did until I came up with the method in the OP. I think the inserter-controlled loop has several disadvantages compared with the circuit-controlled version: Yo...
- Mon May 25, 2020 9:17 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 54275
- Tue May 19, 2020 7:40 am
- Forum: Gameplay Help
- Topic: Placing blueprints in sandbox mode
- Replies: 6
- Views: 18253
Re: Placing blueprints in sandbox mode
From the main menu there's a "Map Editor" button. It's the same thing as clicking "new game -> /editor" just wrapped in a button. Which is great -- if you already know that the Map Editor is actually a good tool for testing factory designs and messing around with blueprints (act...
- Fri May 15, 2020 9:56 pm
- Forum: Gameplay Help
- Topic: Placing blueprints in sandbox mode
- Replies: 6
- Views: 18253
Re: Placing blueprints in sandbox mode
I'd say Editor mode is very important in the sandbox mode, so there must be more obvious way to know it even exists. Maybe some toggle button on the screen. I played too much time without it. +1 I'd done quite a lot of planning and blueprint-cutting in the sandbox before discovering the editor mode...
- Fri May 08, 2020 1:46 am
- Forum: Gameplay Help
- Topic: Filter Stack +combinator
- Replies: 10
- Views: 2506
Re: Filter Stack +combinator
I'd do this by digitising. Emit 1 for each channel with demand and 1 for each channel with supply, and send to the inserter only those channels with a total of 2. 0eNrlVtGOmzAQ/Jd9rMwpkHBESO2PVJXlmKVZNdjINlGjiH+vDT1CLwkHUfp0L1EW7NnZnR3jM+wODdaGlIP8DCS1spB/P4Oln0ocwjN3qhFyIIcVMFCiCpF1Qv6KSjo4NBEpi8b/...
- Wed Apr 15, 2020 10:26 am
- Forum: General discussion
- Topic: Challenge: maximize research density
- Replies: 30
- Views: 11495
Re: Challenge: maximize research density
200 spm (including military) in 148x156 for a density of 0.52 sci/h/m2. The base can be further shrink down using blue belts. But maybe its just your intermediate base, not end game base. if you going over 1000 spm , you would need at least 27 blue belts just for iron ore alone. sadly, bots are mor...
- Tue Apr 14, 2020 10:48 pm
- Forum: General discussion
- Topic: Challenge: maximize research density
- Replies: 30
- Views: 11495
Re: Challenge: maximize research density
As the TV chefs say, here is one I made earlier. 200 spm (including military) in 148x156 for a density of 0.52 sci/h/m2. (I'm still tinkering with the expanded version which will be 1200spm in significantly less than 6 times the space.)
- Mon Apr 06, 2020 10:44 pm
- Forum: Gameplay Help
- Topic: [Circuit Network] Store the lowest value of a signal
- Replies: 4
- Views: 2148
Re: [Circuit Network] Store the lowest value of a signal
You can read accumulator value through the circuit network; it is hardcoded to the alpha key "A". A minor quibble: 'A' is the default channel for accumulator level, but it isn't hardcoded. You can set it to anything you like in the accumulator's panel (and put values from different accumu...
- Fri Mar 20, 2020 5:50 am
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 26194
Re: Version 0.18.13
I have now played quite a bit with the new gui and I like it, but it has some drawbacks as well... [...] request get cluttered with items which should only be trashed and aren't of interest, also it is hard to order the items when you add something later – easily fixable by either allowing (custom?...
- Fri Feb 21, 2020 4:03 am
- Forum: Gameplay Help
- Topic: Battle is frustrating
- Replies: 17
- Views: 4217
Re: Battle is frustrating
The artillery is weird. It doesn't lob. It just shoots straight across and hits anything in the way like a tree or a bug which wastes the ammo if you want a nest. I assume you mean the tank cannon, rather than the actual heavy artillery. Yes, it's a direct fire weapon. So (mostly) are real tank gun...
- Wed Feb 19, 2020 1:29 am
- Forum: Ideas and Suggestions
- Topic: Lubricant: The only Flaw in the Fluid System.
- Replies: 65
- Views: 15316
Re: Lubricant: The only Flaw in the Fluid System.
The point to me is that lubricant is literally the only thing in the entire game that requires you to provide extra space for whatever side product you're forced to make. Perhaps the only thing in the infinite game (i.e. when you have all non-infinite tech), but in the midgame (before uranium-tippe...
- Tue Feb 18, 2020 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Infinite Resources such as Oil Spots have rather intransparent Map Tooltips
- Replies: 2
- Views: 988
Re: Infinite Resources such as Oil Spots have rather intransparent Map Tooltips
Whenever I go for more Oil, I usually dont think of how much I can get off the Oil Spots, because in the end it is always the same 2 Oil per second (yes they can spawn with lower but when does that ever happen apart from starting areas). It's the other way round: 2/s is the minimum, not the maximum...
- Mon Feb 17, 2020 3:43 am
- Forum: Balancing
- Topic: More powerfull lights, better light profiles
- Replies: 6
- Views: 3957
Re: More powerfull lights, better light profiles
In my games I basically never build lights Me neither; do without until you get night-vision, problem solved. Until that point, what actually irritates me most is that the headlights of the car and tank are noticeably less powerful than the miner's lamp on the players helmet. Sometimes I'm reduced ...
- Sat Feb 08, 2020 2:17 am
- Forum: Show your Creations
- Topic: Sparse belts
- Replies: 7
- Views: 3961
Sparse belts
There is a simple circuit trick that can be played with belts and that I have found useful for a number of different jobs. I've not noticed it discussed anywhere here (but doubtless will now be pointed to a large number of previous posts). I call it a 'sparse belt'. It's just a line of several belts...
- Mon Jan 06, 2020 2:24 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75341
Re: Friday Facts #320 - Color correction
Why become bluer at night when things get redder as the sun goes down? Direct sunlight gets redder as the sun is going down; but once the sun has gone down, the remaining twilight illumination is via the sky, and is, yes, blue. Later again, there's just starlight (and moonlight, if Nauvis has a moo...
- Fri Jan 03, 2020 11:54 pm
- Forum: Duplicates
- Topic: [0.17.79] Colliding cliff not marked for removal
- Replies: 0
- Views: 538
[0.17.79] Colliding cliff not marked for removal
In the attached save, the hovering conbot can't place the rail, since the cliff immediately to the left is blocking it. But the cliff didn't get marked for removal when placing the track ghost (and still doesn't if I repeat the ghost placement). This seems to be exactly the opposite problem from top...