Search found 1161 matches

by zOldBulldog
Sat Jun 08, 2019 12:33 am
Forum: Gameplay Help
Topic: Biter Defense Question
Replies: 4
Views: 1526

Re: Biter Defense Question

A wall, 3 rows of laser turrets, flamethrower turrets at max distance in front row, and bots with repair packs... will stop pretty much anything. Add routine visits of an artillery train to remove newly migrated nests... And you are in great shape. Or for a simpler option, disable biter expansion in...
by zOldBulldog
Sat Jun 08, 2019 12:27 am
Forum: Gameplay Help
Topic: Automatically Refueling a Locomotive
Replies: 4
Views: 1640

Re: Automatically Refueling a Locomotive

There are two common ways of doing this: 1) You can deliver fuel to your most frequently used stations, then refuel trains when they go to those stations during regular routes. 2) You ca n use a logistics type of train network, like the vanilla Haphollas or the LTN mod. In those kinds of networks tr...
by zOldBulldog
Thu Jun 06, 2019 3:39 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 26504

Re: Understanding pipe capacity - important for large scale refineries

disentius wrote:
Thu Jun 06, 2019 3:36 pm
You missed the troughput table, obviously.
[edit]
The collapsed one... yes. That I think does the trick.
by zOldBulldog
Thu Jun 06, 2019 3:25 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 26504

Re: Understanding pipe capacity - important for large scale refineries

The throughput table per #pipes is on the Wiki Thanks, but I had seen that. Not very useful. Let me ask the question in simpler terms: Assuming "max pressure" is achieved, how do you calculate how many parallel pipes are needed to carry X units/sec? Here is a cut/paste of what it says. Pi...
by zOldBulldog
Thu Jun 06, 2019 1:42 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 26504

Understanding pipe capacity - important for large scale refineries

Question for fluid gurus. All discussions I've seen over time about fluids revolve about pumps, pressure and consumption. For example, an offshore pump outputs 1200 units per second, and as pressure drops with distance, the level in the pipe drops and with it the optimal number of turbines or boiler...
by zOldBulldog
Thu Jun 06, 2019 12:48 pm
Forum: General discussion
Topic: Heatmap for liquid levels
Replies: 6
Views: 2568

Re: Heatmap for liquid levels

I might be wrong, but I think he meant "heatmap" as a term to indicate %full. If that is what OP meant, there are a couple things that might be useful to keep in mind: 1) Fluid tanks tend to equalize to the same level. So, reading one tank in a set is probably "close enough". 2) ...
by zOldBulldog
Thu Jun 06, 2019 12:29 pm
Forum: Gameplay Help
Topic: Aggressively deactivate angry biters
Replies: 7
Views: 1682

Re: Aggressively deactivate angry biters

Not really a bug, a design choice that assumes that you have good hardware. Your magic knowledge of @darklich14's hardware is impressive. It only takes a little attention while reading his post to notice the phrase "FPS drops to unplayable on mediocre hardware". It might also be better to...
by zOldBulldog
Thu Jun 06, 2019 10:34 am
Forum: Gameplay Help
Topic: Aggressively deactivate angry biters
Replies: 7
Views: 1682

Re: Aggressively deactivate angry biters

[Koub] Moved to Gameplay help Looks more like a bug report to me (i think it was in interface requests before?). "Artillery spam > causes pathfinder overload > causes performance problems." Not really a bug, a design choice that assumes that you have good hardware. I won't say it is the b...
by zOldBulldog
Thu Jun 06, 2019 9:22 am
Forum: Gameplay Help
Topic: Aggressively deactivate angry biters
Replies: 7
Views: 1682

Re: Aggressively deactivate angry biters

It is obvious that you are frustrated, but your frustration is making your post not very clear. I think you are saying: - If the pollution cloud reaches the biters, they are activated. - Once activated they cause a huge UPS hit. - The UPS hit goes away once you destroy those nests and kill their bit...
by zOldBulldog
Wed Jun 05, 2019 1:05 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 9444

Re: Module Production: To beacon or not to beacon?

Module consumption goes in waves, so I could just go un-beaconed and allow a few hundred to accumulate while I work on other stuff. That's only for the ones you put into machines. But you also consume modules for production science (PM1) and rocket control units (SM1) I wasn't worrying about those,...
by zOldBulldog
Wed Jun 05, 2019 11:06 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498458

Re: Simple Questions and Short Answers

I will keep this short: Is there a way to change the station in a train, when you already have the schedule set up? Say I have a whole elaborate system with conditions made, but I just want to change the station (but not the conditions). I have this setup where I have a train resupply my defensive ...
by zOldBulldog
Wed Jun 05, 2019 10:43 am
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 9444

Re: Module Production: To beacon or not to beacon?

Thanks Koub. - I had made a small unbeaconed setup to start, but I will definitely make a beaconed setup for volume. - It is placed at the end of my malls mini-bus, so that it does not starve my other production lines of circuits. Ironically, it is precisely to fill the smelter and circuit outposts ...
by zOldBulldog
Tue Jun 04, 2019 11:51 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 9444

Module Production: To beacon or not to beacon?

Much is possible, but is there any experienced player consensus? I originally thought that the standard beacon/module arrangement (productivity in the assembler, speed in the beacon) would be a no-brainer, making things more productive/efficient. But an assembler making modules will not accept produ...
by zOldBulldog
Tue Jun 04, 2019 8:03 am
Forum: Gameplay Help
Topic: The question is that achievements
Replies: 2
Views: 1327

Re: The question is that achievements

Achievements become permanently disabled for a map if you use commands. There is a way to re-enable them but it is difficult (Google "enable achievements" to find the thread that explains how). Also, if you use mods you will be switched to the Modded achievements list. It is separate from ...
by zOldBulldog
Mon Jun 03, 2019 1:48 pm
Forum: Balancing
Topic: Early massive biter attack
Replies: 27
Views: 13781

Re: Early massive biter attack

I probably should mention that in the month since my last post a new mod popped up: Next Gen Evolution. The mod lets you control how evolution happens by playing with both the vanilla and mod's settings. You can: - Make biters behave as I hoped (pollution cloud *touching* biters + destroying nests) ...
by zOldBulldog
Mon Jun 03, 2019 12:50 pm
Forum: Questions, reviews and ratings
Topic: REVIEW: Next Gen Evolution - how evolution should really be
Replies: 18
Views: 4770

Re: REVIEW: Next Gen Evolution - how evolution should really be

That seems really effective :) It is very effective but not trivial. You can do it in a more limited manner early on, but to do it effectively I found it works best with Nuclear power, bots and yellow-science chests. Then you need to: - Have enough power available. In the base you see it was 2 480M...
by zOldBulldog
Mon Jun 03, 2019 11:09 am
Forum: General discussion
Topic: Adding mods, which mods?
Replies: 9
Views: 4068

Re: Adding mods, which mods?

Bioindustries also looks interesting if you want to add complexity. Next Gen Evolution let's you change the game drastically if you work with the settings, to the extent that you could play a game where you are only punished by ecologically unfriendly behavior but punished harshly. Schorty's air fil...
by zOldBulldog
Mon Jun 03, 2019 3:23 am
Forum: Questions, reviews and ratings
Topic: REVIEW: Next Gen Evolution - how evolution should really be
Replies: 18
Views: 4770

Re: REVIEW: Next Gen Evolution - how evolution should really be

Mischief managed!

Or rather, pollution controlled. Using Schorty's Air Filters.
pollution.jpg
pollution.jpg (494.61 KiB) Viewed 4445 times
by zOldBulldog
Sun Jun 02, 2019 5:46 pm
Forum: Gameplay Help
Topic: Weird nuclear reactor behaviour
Replies: 7
Views: 2520

Re: Weird nuclear reactor behaviour

I find that BlakeMW's 480MW reactor is the easiest place and forget setup. If you need more power simply plop another one. The simplicity of duplicating more than makes up for the small percentage of neighbor bonus that you lose from going with 4 instead of more reactors. The blueprint is a few post...
by zOldBulldog
Sat Jun 01, 2019 4:44 pm
Forum: Logistic Train Network
Topic: Overfilled LTN receiver behaves as provider?
Replies: 3
Views: 1622

Re: Overfilled LTN receiver behaves as provider?

Request and provide threshold are accounted for separately to allow mixed Provider/Requester stops. Set your Provide threshold to 1M or something like that for pure Requesters. There is also a mod setting for default thresholds. I tend to set both default provide and request thresholds to a few mil...

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