Search found 129 matches
- Mon May 06, 2019 11:15 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320420
Re: [MOD 0.17] Orbital Ion Cannon 1.7.2
It would be nice, but it's also incompatible with the goal of not allowing you to target unexplored chunks; if the reveal radius were larger, it would let you fire further and further into the black. That's already possible with normal artillery, though, so I'm not sure if that's a goal (or if it i...
- Fri May 03, 2019 11:26 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 55366
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
This alone makes the alleged "competitor" product not even worth considering.the same would be when it would potentially come to any exclusivity deals, which is its own subject...
- Fri May 03, 2019 4:13 am
- Forum: Releases
- Topic: Version 0.17.35
- Replies: 20
- Views: 13885
- Mon Apr 29, 2019 1:20 pm
- Forum: General discussion
- Topic: Comprehensive power management
- Replies: 32
- Views: 9450
- Sat Apr 27, 2019 3:21 pm
- Forum: Not a bug
- Topic: [0.17.34] Negative item count in logistic system
- Replies: 2
- Views: 819
Re: [0.17.34] Negative item count in logistic system
This is not a bug, it means that there is more demand for the item than supply within the logistics network.
- Tue Apr 23, 2019 11:04 pm
- Forum: General discussion
- Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
- Replies: 23
- Views: 6076
Re: Stack inserter bug, flawed design or is the current behavior the best possible?
The biggest reason IMO is that enforcing checks on the inserter every cycle will have to be done for all potential insert events, even those that are from a single item type source (as is normally the case) and therefore will decrease the performance of inserters for all players. I experienced the e...
- Sat Apr 20, 2019 12:40 pm
- Forum: Technical Help
- Topic: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
- Replies: 17
- Views: 2970
Re: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
OKay I ran the simultaneous stress tests and I had no issues with power or shut downs for about 20 minutes. I used Furmark and Prime95. So I disabled smoke. And for a few minutes, I thought it had done it. I managed to place down several more burners and powerplants. Then it crashed again. And then...
- Fri Apr 19, 2019 8:32 pm
- Forum: Ideas and Suggestions
- Topic: A tweak to improve constant combinator switching/power behavior
- Replies: 3
- Views: 1226
Re: A tweak to improve constant combinator switching/power behavior
Unpowered combinators lead to undefined output (more specifically, it does not update its internal state until power returns). The right way to do this is to ensure that your combinators never lose power by putting them on a separate solar/accumulator power circuit. 1) The whole point of a constant ...
- Fri Apr 19, 2019 8:19 pm
- Forum: Show your Creations
- Topic: My very first Factory
- Replies: 4
- Views: 2636
Re: My very first Factory
As mentioned above, if it works and you're having fun, you're doing it right :D One thing to go for next would IMO be megabasing, usually defined as getting at least 1k SPM (science per minute consumed by labs). It forces you to think of designs and optimise out your spaghetti, as well as use beacon...
- Fri Apr 19, 2019 2:15 pm
- Forum: Technical Help
- Topic: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
- Replies: 17
- Views: 2970
Re: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
Your save contains 3 boilers and 6 steam engines though, which means that the save succeeded before your computer crashed?
In either case, loading your save had no issues and I could build another 10 or so steam engines without any crashes. It's almost certainly a hardware problem.
In either case, loading your save had no issues and I could build another 10 or so steam engines without any crashes. It's almost certainly a hardware problem.
- Fri Apr 19, 2019 1:46 pm
- Forum: Gameplay Help
- Topic: harsher world settings
- Replies: 1
- Views: 732
Re: harsher world settings
Why not just turn up the settings? Decreasing pollution absorption from the defaults (1 in vanilla, 0.5 for deathworld) can make the biter attacks much more difficult to handlel.
- Fri Apr 19, 2019 1:25 pm
- Forum: Not a bug
- Topic: [0.17.32] corrupted save
- Replies: 6
- Views: 1407
Re: [0.17.32] corrupted save
You should definitely post your corrupted save here, otherwise the devs can't help you.
- Fri Apr 19, 2019 1:24 pm
- Forum: Ideas and Suggestions
- Topic: Add direction arrows to Train block visualisation
- Replies: 6
- Views: 2184
Re: Add direction arrows to Train block visualisation
Another possibility is to have it similar to the "train path" arrows you get while hovering over an automatic train in motion, but with additional colouring for block. Unidirectional tracks get single arrows, and dual-directional tracks get a set of two arrows.
- Fri Apr 19, 2019 1:23 pm
- Forum: News
- Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
- Replies: 40
- Views: 20908
- Fri Apr 19, 2019 12:02 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27535
Re: Version 0.17.32
The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. I'm actually pretty surprised it's not already done. With all the fuss about nuclear eating your UPS, I'm running ~20GW nuclear with only 0.25ms on fluid manager upda...
- Thu Apr 18, 2019 10:58 pm
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27535
Re: Version 0.17.32
The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. I'm actually pretty surprised it's not already done. With all the fuss about nuclear eating your UPS, I'm running ~20GW nuclear with only 0.25ms on fluid manager upda...
- Thu Apr 18, 2019 2:02 am
- Forum: General discussion
- Topic: Economies of scale are breaking my brain
- Replies: 14
- Views: 4288
Re: Economies of scale are breaking my brain
Oh, that's one of the conditions I put on myself. No beacons, no modules except for some oil/solid fuel processing. This is to be one of MANY such factories. I'm just realizing that maybe...just maybe...I'm gonna need to find a lot more ore. No, you're gonna need to find a lot more computing power....
- Thu Apr 18, 2019 1:57 am
- Forum: General discussion
- Topic: Economies of scale are breaking my brain
- Replies: 14
- Views: 4288
Re: Economies of scale are breaking my brain
You're dealing with 8k gc/min, which is not really in the megabase range yet (should convert to roughly 250 or so SPM with 0.17 4 prod beaconed ratios). It's unlikely that your 400k chips are all being consumed if your production is only at 8k gc/min. Using megabase ratios (max prod modules with spe...
- Thu Apr 18, 2019 1:43 am
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 6678
Re: Minimal nuclear power for artillery outpost?
A fully powered and upgraded laser drains about 8MW (9.6 shots per second) ...what? Are you confusing peak electrical consumption with drain? Wiki says only 24kW drain, and IIRC drain doesn't increase with upgrades. You're confusing the colloquial use of the word "drain" in the sense of &...
- Wed Apr 17, 2019 11:11 am
- Forum: Gameplay Help
- Topic: Extended statistics
- Replies: 7
- Views: 2057
Re: Extended statistics
Press P, click All Time. You get a view classified by item type.