Search found 89 matches

by Linosaurus
Sun Mar 06, 2016 6:18 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204391

Re: Friday Facts #128 - Back down to earth

I've been thinking a long time about this, and i think i have figured out one possible solution. I think it was someone in one of the earlier pages who came up with the idea, But in essence its like this, The loader is a 2x1 'chest' which automatically either inputs from a belt, or outputs onto a b...
by Linosaurus
Mon Feb 15, 2016 9:27 pm
Forum: Balancing
Topic: Rocket Research needs to be split up.
Replies: 10
Views: 25691

Re: Rocket Research needs to be split up.

I was not looking at it that way(to add more features centered around the rocket building parts)- but you said it well. I am not concerned about speed when researching Rocket Silo- it is more along the lines that everything is grouped together into one research, when, IMO, it should be split up int...
by Linosaurus
Sun Feb 14, 2016 5:35 pm
Forum: Balancing
Topic: Offensive Laser Turrets are much too strong
Replies: 10
Views: 15448

Re: Offensive Laser Turrets are much too strong

With 10-20 Laser Turrets you can kill any alien base. I think this makes all other military techs kind of useless. It takes a little more time to kill bases with turrets, but it's easy and spares a lot of resources. It's a recurring complaint about combat. Others include enemies respawning too fast...
by Linosaurus
Sun Feb 14, 2016 1:46 pm
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 63549

Re: Hold CTRL to mirror your blueprint.

I don't think that CTRL is the right key for this, as it is already widely used in the game. Example: to put a blueprint into a chest you select the blueprint from inventory/toolbar, then while holding CTRL click on the chest, and it will insert the currently held blueprint. I think it could work, ...
by Linosaurus
Thu Feb 11, 2016 1:20 pm
Forum: Ideas and Suggestions
Topic: Distribution of robots
Replies: 7
Views: 22272

Re: Distribution of robots

The basic idea of this suggesiton is, that the player don't need to do anything, cause the roboports of one connected area will do that for you in an aceptable manner. This sounds very useful. Like after I build a solar farm at the edge of the network, they would over time migrate back closer to th...
by Linosaurus
Tue Feb 02, 2016 11:57 am
Forum: Gameplay Help
Topic: direct insertion from iron to steel furnace
Replies: 4
Views: 16936

Re: direct insertion from iron to steel furnace

Another option I guess is to combine all the buffers, i.e. collect the output belt of multiple furnaces into a single smart chest, and use that chest to control the smart inserters of all furnaces, saving resources and making it more space efficient. I did a similar thing with my steel furnaces. Sm...
by Linosaurus
Sun Jan 31, 2016 3:03 am
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74315

Re: Friday Facts #123 - Better circuit network (Part 2)

I see nearly all of this issues will be fixed with this change: The display problem can be solved (half ways), there is no need for wires anymore (nearly?), because there are now own "poles" for circuits only. And so on, I see only advantages, when I look on it like so. Wait what? Power p...
by Linosaurus
Sat Jan 30, 2016 9:18 pm
Forum: Combinator Creations
Topic: Multiple signals on one wire (multiplexing)
Replies: 38
Views: 63816

Re: Multiple signals on one wire - simple

Let me know what you think! Is it simple enough :D ? Multiplexing. Very cool setup. Not exactly simple to get started, but once you have blueprints of the different stations it should be trivial. And you don't even have to change existing transmitters or receivers when you want to increase the numb...
by Linosaurus
Sat Jan 30, 2016 7:13 pm
Forum: Gameplay Help
Topic: Chain signals into a station
Replies: 11
Views: 26846

Re: Chain signals into a station

I'm guessing it has to do with the frequency that trains recalculate their route. Seems to happen about 5 seconds after a train has departed from a station. IIRC they *never* recalculate which exact station they are going to, it is decided when they leave the previous station. Even if a free statio...
by Linosaurus
Sat Jan 30, 2016 6:51 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74315

Re: Friday Facts #123 - Better circuit network (Part 2)

tldr: Please make an exception for smart chests and inserters. Sounds great for other things though. A separate control block is a good way to add a second GUI to something like an assembler without confusing new players. Belts - good because only a few will be connected thus an obvious visual ident...
by Linosaurus
Sun Jan 17, 2016 11:22 am
Forum: Gameplay Help
Topic: No low power warning on lasers?
Replies: 3
Views: 10767

Re: No low power warning on lasers?

Yeah it seems lasers are prioritized. Which is nice. Though there doesn't seem to be a red low power warning even when they cannot fire due to low power - this surprised me. But yeah, there was most likely a negative feedback loop. I have a few burner inserters, but it was the coal mines and chem pl...
by Linosaurus
Sat Jan 16, 2016 11:14 pm
Forum: Gameplay Help
Topic: No low power warning on lasers?
Replies: 3
Views: 10767

No low power warning on lasers?

I was surprised to find that lasers don't show the red triangle that warns of low power. I have a base that's powered by steam only. Not a lot of excess capacity. I went away fighting biters with laser turret creep for half an hour. See some messages about destroyed lasers, run back. And my base is ...
by Linosaurus
Fri Oct 09, 2015 2:11 pm
Forum: Ideas and Suggestions
Topic: Suggestions to increase threat potential of late game biters
Replies: 12
Views: 13628

Re: Suggestions to increase threat potential of late game biters

As a general comment, I am opposed to anything the biters can do that requires *repeated* player intervention in the late game. I am not actually sure how many of the suggestions here would lead to that. I want every new type of biter to have a reliable static defence. However. Perhaps the reliable ...
by Linosaurus
Fri Oct 09, 2015 2:06 pm
Forum: General discussion
Topic: Poll: Faster crafting speed?
Replies: 58
Views: 31016

Re: Poll: Faster crafting speed?

I think hand crafting is a bit against the spirit of the game, but still, why not. Even as much as +400% speed isn't going to make a difference to the total crafting power of a base. At most you'd save the trouble of placing a few single assemblies for rarely used products, but this isn't actually a...
by Linosaurus
Wed Aug 19, 2015 9:14 pm
Forum: Gameplay Help
Topic: (0.12.4) Did something change re Deconstruction Planner?
Replies: 3
Views: 5794

Re: (0.12.4) Did something change re Deconstruction Planner?

Yeah I was never able to deconstruct rocks (only played 0.11.*), so probably a mod.
by Linosaurus
Thu Aug 13, 2015 1:24 pm
Forum: General discussion
Topic: Should logistic bots be necessary?
Replies: 21
Views: 13683

Re: Should logistic bots be necessary?

This can be done in various ways - the easier would be either re-balancing recipes, so things taking a lot of ingredients would also take longer to construct (3 seconds for a satellite? Why not 30? And a rocket silo in under a minute? Very impressive). A different approach would be to make bigger a...
by Linosaurus
Sun Aug 02, 2015 10:19 pm
Forum: General discussion
Topic: Explain intersection based vs. loop based rail networks
Replies: 85
Views: 38448

Re: Explain intersection based vs. loop based rail networks

Yeah it's basically pointless overkill and much more like a proof of concept to push the limits and nothing that's actually required... yet. You know what would make big train stations more useful? If train wagons had a *lot* less capacity. ... can this be modded? I'm actually tempted by the idea.
by Linosaurus
Thu Jul 23, 2015 12:41 pm
Forum: General discussion
Topic: Combat robots useless?
Replies: 48
Views: 23577

Re: Combat robots useless?

I found combat drones to be the fastest way by far to clear out large biter bases in some situations. Such as: late game, not at all starved for resources, all research done, biter settings maxed. Then 30+ destroyed drones (6 capsules) would do a good job of killing the hordes of biters while I focu...
by Linosaurus
Wed Jul 22, 2015 1:16 pm
Forum: Gameplay Help
Topic: .12 double headed train
Replies: 4
Views: 7235

Re: .12 double headed train

harmar wrote:found issue for some reason it didnt like the pickup tracks
I think the problem is that you cannot actually get from the rightmost side to the exit since the north and south curves slightly overlap. Middle track should be able to leave though.
by Linosaurus
Wed Jul 22, 2015 12:40 pm
Forum: General discussion
Topic: Explain intersection based vs. loop based rail networks
Replies: 85
Views: 38448

Re: Explain intersection based vs. loop based rail networks

What I like about double headed trains is how easy it is to build a loading station that doesn't block the main line. When I try to build a station for a single headed train it always needs a *lot* more space. This is worth a little slower acceleration. Also shown below the station is a T-junction, ...

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