Search found 1669 matches
- Mon Jul 20, 2015 2:07 pm
- Forum: Implemented Suggestions
- Topic: [0.12] placing ghost buildings with personnal roboport
- Replies: 5
- Views: 2145
Re: [0.12] placing ghost buildings with personnal roboport
You can already place unlimited ghosts by making a blueprint of a single item. It's a bit cumbersome for the inventory because you don't have bulk blueprint storage, but it'll work. The best solution I have for this is to use the inventory filters. If the toolbar item you're using runs out, then the...
- Mon Jul 20, 2015 4:03 am
- Forum: Implemented Suggestions
- Topic: Place a Burner Inserter with 1 Fuel in 1 click
- Replies: 15
- Views: 3814
Re: Place a Burner Inserter with 1 Fuel in 1 click
By the time that refilling empty burners becomes a chore, this is the sort of problem that logistics bots could deal with. Fly in, drop one unit of fuel when empty.
- Sat Jul 18, 2015 5:40 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 139020
Re: Version 0.12.0
Stock technical support reply:
Wipe everything out including all your mods, and start from scratch.
Wipe everything out including all your mods, and start from scratch.
- Tue Jul 14, 2015 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Energy Loss Over Distance
- Replies: 28
- Views: 14976
Re: Energy Loss Over Distance
As fun as emulating a screen mesh made entirely out of 1 ohm resistors would be, there's no gameplay value to it. There are far better ways to make energy management stronger or more difficult.
Such as giving players a battery threshold to turn steam engines off.
Or including cloudy days.
Such as giving players a battery threshold to turn steam engines off.
Or including cloudy days.
- Mon Jul 13, 2015 8:56 pm
- Forum: Ideas and Suggestions
- Topic: Energy Loss Over Distance
- Replies: 28
- Views: 14976
Re: Energy Loss Over Distance
At these scales energy loss doesn't mean much. The distances are just not that great, and it's no challenge to pump a high enough voltage to keep losses at a minimum. Besides, it's simple enough to assume that ANY such losses are absorbed into a machine's running cost. In the best case, you can assu...
- Sun Jul 12, 2015 12:38 pm
- Forum: Gameplay Help
- Topic: Is there a way to centralize water for Steam Engines?
- Replies: 11
- Views: 8585
Re: Is there a way to centralize water for Steam Engines?
The trying part was about how your setup deals with intermittent demands, not continuous usage. It doesn't matter. You run enough cold water pumps for your boilers at all times. There is no penalty for not using enough water, and there is no reason to do it any other way. Once again. The only water...
- Thu Jul 09, 2015 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Logistic network priority
- Replies: 22
- Views: 29961
Re: Logistic network priority
You can get FAR better results by setting up your conveyors correctly. When the plates are leaving your smelters, that's where you place all the splitters to set your personal priorities. There are threads that show ways to equally distribute 8 lines, 16 lines, or even get break one line into 3 equa...
- Thu Jul 09, 2015 11:57 am
- Forum: Ideas and Suggestions
- Topic: Interface For Logistics Storage
- Replies: 4
- Views: 2672
Re: Interface For Logistics Storage
I think the last player logistic upgrade lets you see the contents of the whole system.
Player logistic slots are a player upgrade that let you request stuff directly from the logistics system. Logistic bots will deliver the goods.
Player logistic slots are a player upgrade that let you request stuff directly from the logistics system. Logistic bots will deliver the goods.
- Thu Jul 09, 2015 11:53 am
- Forum: Gameplay Help
- Topic: Is there a way to centralize water for Steam Engines?
- Replies: 11
- Views: 8585
Re: Is there a way to centralize water for Steam Engines?
There's no reason you CAN'T store cold water. It's just that you gain absolutely nothing by doing so and only add another way for things to screw up. Connect your steam power directly to the lake (10 engines, 14 boilers, 1 pump), and only store boiling water if you want a surplus of engines for emer...
- Thu Jul 09, 2015 11:47 am
- Forum: News
- Topic: Friday Facts #92 - Personal roboport
- Replies: 78
- Views: 52129
Re: Friday Facts #92 - Personal roboport
You mean a vehicle, with a roboport, on a conveyor? That would take care of the slow patrolling repair system. The only downside is you can't cross it with a railroad track.I think it's be preferable for such a train to drive very slowly, though
- Wed Jul 08, 2015 6:52 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66221
Re: Discussing the (missing?) 4th type of transport!
Disposable rockets would be suitable for the job of a magic transport. If the dev is planning a space layer, then it would make good interaction between the layers. Fly the resources up to space, and drop them down wherever. It would service both the transport of goods and act as a way to "tele...
- Tue Jul 07, 2015 5:48 pm
- Forum: Balancing
- Topic: Belts = Magic?
- Replies: 13
- Views: 18503
Re: Belts = Magic?
First tier belts consuming energy would be a disaster. Players need those belts to get things rolling. By the time you get express belts, energy is just there. It's no big deal. If belts were powered, the power should probably link up through the entire length of belt. Covering every single tile wit...
- Mon Jul 06, 2015 10:00 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66221
Re: Discussing the (missing?) 4th type of transport!
I thought about that, having a train car in each train dedicated for supplying random items to outposts. It doesn't even need to be a full train car. What does an outpost need? Repair packs, new turrets, new walls, and maybe new construction/logistic drones? Two slots for packs and 1 slot for the r...
- Mon Jul 06, 2015 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Some game features are abstracted a bit too much
- Replies: 18
- Views: 8186
Re: Some game features are abstracted a bit too much
Pollution I think some of the issues with biters comes from the "dynamic difficulty" of pollution. In the first third of the game you can cut your pollution in half with solar, and cut it again by 50% or more with efficiency modules. That kills the difficulty. Some of the difficulty aspec...
- Mon Jul 06, 2015 6:57 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66221
Re: Discussing the (missing?) 4th type of transport!
If you KNOW that repair packs will run out and require a regular supply, why not deliver them with your regular train shipment? They're kind of made for that.Running out of repair packs is not an emergency, it will keep happening over and over again. You need a continues supply of them.
- Mon Jul 06, 2015 3:39 pm
- Forum: General discussion
- Topic: Making things a bit tougher with mods... [Challenge]
- Replies: 8
- Views: 8284
Re: Making things a bit tougher with mods... [Challenge]
If they automatically park or drive themselves back, that would be great. But they don't. It would take 3 things to help automate this: 1) A train cargo flatbed that can haul 1-2 vehicles. 2) A Heavy cargo arm that can haul vehicles to-from these flatbeds 3) A conveyor belt that can slide cars arou...
- Mon Jul 06, 2015 3:28 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 66221
Re: Discussing the (missing?) 4th type of transport!
So a long range transport that hands small goods to resupply a base? That sounds exactly like something for an emergency transport! If an outpost runs out of repair packs or something just pay the tax and have an emergency supply system handle it. A permanent flying transport is more for delivering ...
- Mon Jul 06, 2015 3:12 pm
- Forum: General discussion
- Topic: What is the absolute minimum number of player crafted items?
- Replies: 17
- Views: 14389
Re: What is the absolute minimum number of player crafted items?
If the player also starts with a single mk 1 crafting machine, how many manual crafts would it be?
- Mon Jul 06, 2015 3:08 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 211499
Re: Electric energy
That's why natural gas tankers work way offshore and pump their goods to land. No one's dumb enough to run them up a narrow river and risk a catastrophe. Well. Except this one local place I know.Gas could potentially be used to create many nasty kinds of bombs
- Mon Jul 06, 2015 3:04 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 11162
Re: Blueprint catalogue (instead of putting BPs in inventory)
I think you got it wrong. He suggests an ingame blueprint manager so the blueprints will not fly wildly in your inventory and take up space. A "book" that lets you store many blueprints is good. A "computer" that lets you save, load, and share any of your blueprints is WAY bette...