Search found 89 matches
- 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...
- 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...
- 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...
- 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, ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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.
- 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...
- 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.
- 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...
- Wed Jul 22, 2015 1:16 pm
- Forum: Gameplay Help
- Topic: .12 double headed train
- Replies: 4
- Views: 7235
Re: .12 double headed train
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.harmar wrote:found issue for some reason it didnt like the pickup tracks
- 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, ...