Search found 368 matches

by Garm
Mon Feb 03, 2014 2:34 am
Forum: General discussion
Topic: Equal station names
Replies: 13
Views: 10446

Re: Equal station names

Afaik that's signalling issue. I've had similar problem with trains magically ignoring other stations but closest one until I've removed 1 signal at the rail split and placed them after.


Edit: Here are the locations of removed signals:

Image
by Garm
Sat Feb 01, 2014 3:35 am
Forum: Ideas and Suggestions
Topic: Some suggestions regarding the rail system
Replies: 16
Views: 8999

Re: Some suggestions regarding the rail system

Am I the only one, that thinks trains need more profound changes first? I mean the suggestions listed here are nice and interesting, but they are superficial: They are about the outside feel of the train system in game. Yet we are still have so much missing from the core of train handling: - better ...
by Garm
Sat Feb 01, 2014 3:24 am
Forum: General discussion
Topic: Getting the most steam possible
Replies: 9
Views: 9002

Re: Getting the most steam possible

ssilk wrote:Please, could someone make a validated simple list of steam engines, needed burners, needed pumps?
no point now - better wait till 0.9
Cellidor wrote: Oh I know, I'm going to be mining out the iron behind it before I cover it up though.
Err no you need more boilers (burners) not steam engines.
by Garm
Fri Jan 31, 2014 9:48 pm
Forum: General discussion
Topic: Getting the most steam possible
Replies: 9
Views: 9002

Re: Getting the most steam possible

You need at least 7 boilers for 5 turbines to have 100% efficiency
by Garm
Tue Jan 28, 2014 10:04 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 22536

Re: Module Reballance

That's not a real tradeoff. A minor inconvenience really.
by Garm
Tue Jan 28, 2014 9:51 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 22536

Re: Module Reballance

problem is there is no real tradeoff for productivity modules, thats why they need artificial limitations.
by Garm
Tue Jan 28, 2014 9:46 pm
Forum: Implemented Suggestions
Topic: Fast replace of modules
Replies: 4
Views: 2845

Re: Fast replace of modules

while holding a new module in mouse shift-click old one to loot it into inventory, then right-click to insert new one.
by Garm
Tue Jan 28, 2014 9:45 pm
Forum: Implemented Suggestions
Topic: Fix the transport belts already
Replies: 10
Views: 4751

Re: Fix the transport belts already

I actually like them this way. I know the set of rules they operate at, and I know it is possible to solve or avoid the problems using in game mechanics. And at the end of the day instead of boring lines I end up with fancy networks riddles with different flow normalizers.
by Garm
Tue Jan 28, 2014 8:41 am
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9835

Re: Logistics storage fixes

10x10 was said in spur of the moment - i was trying to say that even this small addition would make a difference for me.
by Garm
Mon Jan 27, 2014 9:26 pm
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9835

Re: Logistics storage fixes

I dont think you've understood. As stated before I dont mind charge speed as much - main gripe is with humongous area coverage of roboport. I would be happy if we would get an antenna that does nothing but gives us 10x10 robot coverage, while charge speed problem can be avoided using current game me...
by Garm
Mon Jan 27, 2014 9:17 pm
Forum: Show your Creations
Topic: 540 kW coal power plant
Replies: 12
Views: 18617

Re: 540 kW coal power plant

As long as coal is an finite source this is VERY interresting to see, but will be never build by myself, even with blueprints ;) Just because its finite in vicinity doesnt mean it would suddenly disappear. My coal storage could probably fuel my boiler station for a week of real time before I will n...
by Garm
Mon Jan 27, 2014 12:33 am
Forum: Ideas and Suggestions
Topic: Logistics Module, flight path fixes and Logistics tweaks
Replies: 5
Views: 2401

Re: Logistics Module, flight path fixes and Logistics tweaks

Well I usually dont build roboports too far from my base (furthest is usually directly at base walls) as such I've never had such problem. Besides I dont believe constricting robots to roboport are is a good solution - they are already demanding as is with extremely basic pathing, if there are actua...
by Garm
Sun Jan 26, 2014 11:34 pm
Forum: Ideas and Suggestions
Topic: Logistics Module, flight path fixes and Logistics tweaks
Replies: 5
Views: 2401

Re: Logistics Module, flight path fixes and Logistics tweaks

Are you playing the latest version? it sounds like you dont have roboports
by Garm
Sun Jan 26, 2014 11:28 pm
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9835

Re: Logistics storage fixes

Thats is why i was proposing either additional structures or separation of function. Atm roboport can do 3 things well: - damage repair - building reconstruction - blanket coverage for small scale production with high specificity. (provider chests for assembly stations) Due to the limited charging a...
by Garm
Sun Jan 26, 2014 8:00 pm
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9835

Re: Logistics storage fixes

When I speak about inefficient i am talking about number of bots/area ratio in my case area has direct relation to efficiency of the roboport. I know where my material flows and how fast the flow is. I also know that 1 roboport is unable to handle 1 blue belt worth of material. And I am not talking ...
by Garm
Sun Jan 26, 2014 10:29 am
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9835

Re: Logistics storage fixes

thats what I meant by inefficient - they cannot support enough robots for area so large.

I think it would be better to add supporting buildings to roboports as i've mentioned before here, or split roboport into two separate structures: one for area other is for charging.
by Garm
Sun Jan 26, 2014 6:24 am
Forum: General discussion
Topic: Question on Modular Armor
Replies: 7
Views: 7079

Re: Question on Modular Armor

2 reactors produce more energy, than he can consume
by Garm
Sun Jan 26, 2014 3:46 am
Forum: General discussion
Topic: Question on Modular Armor
Replies: 7
Views: 7079

Re: Question on Modular Armor

Yes more laser turrets you have - faster they will shoot.

2 fusion reactors are necessary if you tend to have multiple exosuits (faster speed) and shields at the expense of batteries.
by Garm
Sun Jan 26, 2014 3:43 am
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9835

Re: Logistics storage fixes

It is possible to create specialized logistic system. In fact i am making one now that will separate and store different ores at different locations. The only inconvenience comes from roboports - at 4 charging slots and 50x50 service area they are too inefficient for high throughput systems.
by Garm
Sat Jan 25, 2014 9:36 am
Forum: Ideas and Suggestions
Topic: My thought on the oil industry
Replies: 43
Views: 22922

Re: My thought on the oil industry

BurnHard wrote:That's where I see fuel in barrels be useful for...


then what is the point of having tank cart? That is my question. If tank cart will carry barrels - how is it any different from cargo wagon?

Go to advanced search