Search found 1161 matches
- Sat Jun 08, 2019 12:33 am
- Forum: Gameplay Help
- Topic: Biter Defense Question
- Replies: 4
- Views: 1531
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...
- Sat Jun 08, 2019 12:27 am
- Forum: Gameplay Help
- Topic: Automatically Refueling a Locomotive
- Replies: 4
- Views: 1652
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...
- Thu Jun 06, 2019 3:39 pm
- Forum: General discussion
- Topic: Understanding pipe capacity - important for large scale refineries
- Replies: 12
- Views: 26604
- Thu Jun 06, 2019 3:25 pm
- Forum: General discussion
- Topic: Understanding pipe capacity - important for large scale refineries
- Replies: 12
- Views: 26604
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...
- Thu Jun 06, 2019 1:42 pm
- Forum: General discussion
- Topic: Understanding pipe capacity - important for large scale refineries
- Replies: 12
- Views: 26604
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...
- Thu Jun 06, 2019 12:48 pm
- Forum: General discussion
- Topic: Heatmap for liquid levels
- Replies: 6
- Views: 2588
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) ...
- Thu Jun 06, 2019 12:29 pm
- Forum: Gameplay Help
- Topic: Aggressively deactivate angry biters
- Replies: 7
- Views: 1695
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...
- Thu Jun 06, 2019 10:34 am
- Forum: Gameplay Help
- Topic: Aggressively deactivate angry biters
- Replies: 7
- Views: 1695
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...
- Thu Jun 06, 2019 9:22 am
- Forum: Gameplay Help
- Topic: Aggressively deactivate angry biters
- Replies: 7
- Views: 1695
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...
- Wed Jun 05, 2019 1:05 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 9512
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,...
- Wed Jun 05, 2019 11:06 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502917
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 ...
- Wed Jun 05, 2019 10:43 am
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 9512
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 ...
- Tue Jun 04, 2019 11:51 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 9512
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...
- Tue Jun 04, 2019 8:03 am
- Forum: Gameplay Help
- Topic: The question is that achievements
- Replies: 2
- Views: 1332
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 ...
- Mon Jun 03, 2019 1:48 pm
- Forum: Balancing
- Topic: Early massive biter attack
- Replies: 27
- Views: 13848
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) ...
- 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: 4815
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...
- Mon Jun 03, 2019 11:09 am
- Forum: General discussion
- Topic: Adding mods, which mods?
- Replies: 9
- Views: 4092
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...
- 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: 4815
Re: REVIEW: Next Gen Evolution - how evolution should really be
Mischief managed!
Or rather, pollution controlled. Using Schorty's Air Filters.
Or rather, pollution controlled. Using Schorty's Air Filters.
- Sun Jun 02, 2019 5:46 pm
- Forum: Gameplay Help
- Topic: Weird nuclear reactor behaviour
- Replies: 7
- Views: 2534
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...
- Sat Jun 01, 2019 4:44 pm
- Forum: Logistic Train Network
- Topic: Overfilled LTN receiver behaves as provider?
- Replies: 3
- Views: 1625
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...