I haven't really gone deep into the space platforms, so it's pure speculation. But I'm thinking that the asteroid spawns will be distributed to active chucks, which would explain why just making a really wide platform doesn't increase resource generation as you expand.
As for speed affecting spawns ...
Search found 49 matches
- Wed Dec 04, 2024 10:31 pm
- Forum: Gameplay Help
- Topic: What are /m units in asteroid density?
- Replies: 6
- Views: 2224
- Thu Dec 10, 2020 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
my friend, this is implementing of pathfinding for robots! 8-)
because you're trying to give them a better path to their destination - one that gives them better access to charging. potato, potato.
That is not path finding... I am not concerned about the destination of the goods when ...
- Tue Dec 08, 2020 9:20 am
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
it might be interesting if there were a mod interface to enable some kind of smarter pathfinding algo for bots. modders could then add a "Smart Logistics Bot" that could be used for the more intensive parts.
I would prefer that, too. All we discuss here is super theoretical or discussion of ...
- Mon Dec 07, 2020 10:06 pm
- Forum: Gameplay Help
- Topic: trains behavior with few same name stations
- Replies: 10
- Views: 5925
Re: trains behavior with few same name stations
hm.... maybe if you have 20 stations and 19 trains its ok, but.. like in my situation (look at 1st pictire) if you have 3 stations and.. lets say 2 trains - if you put limit = 1 to every station nothing will change - those 2 trains will feed 2 nearest stations and far station 1 will starve :)
3 ...
- Mon Dec 07, 2020 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
The numbers are more relevant than the picture anyway and I don't see why you can't discuss those without seeing a picture of some roboports.
Because it is a difference if I place 20 roboports per chunk or 0.5 roboports.
But it doesn't matter when the point is that 12 tiles away from a ...
- Sun Dec 06, 2020 1:07 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1993
- Views: 756458
Re: Simple Questions and Short Answers
It's a tab in the game properties (right click the game in your library).
- Sun Dec 06, 2020 12:55 pm
- Forum: General discussion
- Topic: satellites and consumers
- Replies: 6
- Views: 3567
Re: satellites and consumers
I'm not sure I can really see the difference (granted I don't have any knowledge of anno, apart from what you just shared). What is the difference between having a science per minute parameter and a population count. One produces infinite research that increase mine production (or bot flying speed ...
- Sun Dec 06, 2020 9:35 am
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
I think this was the spot I took a reading on. The traffic does vary a bit depending on where it's taking the barrels from, so the numbers at this exact spot might not be the same as when I looked at them. The purpose was to show the numbers I was seeing at a specific time at a specific place to ...
- Sat Dec 05, 2020 1:17 pm
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
5 | S| 18 | 23 | 24
5 | 14 | 23 | 28
0 | 13 | 24 | 32
0 | S| 18 | 28 | 27
Where the numbers are robots in queue and S is a substation.
Dunno, what you mean with this list of numbers. If that are roboports in some kind of “fixed grid” I would add SOME around those with the highest numbers ...
- Sat Dec 05, 2020 6:00 am
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 80
- Views: 55653
Re: Anyone use barrels?
If barrels or barreled product ever build up anywhere you need extra barrels to keep the flow going. If this build up ever releases it will flood the system and if you don't have enough buffer to handle the overflow then it will jam.
- Fri Dec 04, 2020 6:07 pm
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
I am not asking for anything to be added to the game, simply for some already existing values to be adjusted. If this is a misconception, please explain how in detail.
- Fri Dec 04, 2020 10:40 am
- Forum: Ideas and Suggestions
- Topic: "add wait condition" seems wrong
- Replies: 15
- Views: 7583
Re: "add wait condition" seems wrong
I guess it depends on what your baseline is. I would think that if there is no departure condition it would have no reason to depart.
In other words baseline is that a train has a schedule that orders it to do stuff. Once it has executed its order it will start executing the other. Unless you tell ...
In other words baseline is that a train has a schedule that orders it to do stuff. Once it has executed its order it will start executing the other. Unless you tell ...
- Fri Dec 04, 2020 9:54 am
- Forum: Ideas and Suggestions
- Topic: "add wait condition" seems wrong
- Replies: 15
- Views: 7583
Re: "add wait condition" seems wrong
If there's no wait condition it doesn't wait. If there's no departure condition it still departs.
- Fri Dec 04, 2020 6:44 am
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
If the general behaviour is similar to early versions on the game, then radius translates into increased weight, which then translates into longer queue before alternatives are picked. So in my understanding increasing weights would in practice be similar to dynamically reducing the queue limit ...
- Fri Dec 04, 2020 5:58 am
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
@Guenni7
It is possible that I'm just overestimating the congestion of my network or that it has something to do with many robots being assigned simultaneously causing fluctuations in the queues. It is admittedly a bit hard to spot what's actually going on in a cluster bots.
I'm not suggesting to ...
It is possible that I'm just overestimating the congestion of my network or that it has something to do with many robots being assigned simultaneously causing fluctuations in the queues. It is admittedly a bit hard to spot what's actually going on in a cluster bots.
I'm not suggesting to ...
- Fri Dec 04, 2020 5:45 am
- Forum: General discussion
- Topic: [1.1][Poll] Do you more often mess up your quickbar now?
- Replies: 10
- Views: 4113
Re: [1.1][Poll] Do you more often mess up your quickbar now?
Never after it was possible to turn off the auto replace. Before that I occasionally did by mistake, usually when I was driving around in a spidertron. I often have the remote selected and select stuff from the quickbar directly after moving (I pretty much only use the hotkeys for the remote).
- Fri Dec 04, 2020 5:30 am
- Forum: Ideas and Suggestions
- Topic: Reduce range penalty on robot charging stations
- Replies: 34
- Views: 10457
Re: Reduce range penalty on robot charging stations
- we need to differ between logistic bots and construction bots, because this is also a question of balancing (logistic) bots vs. belts
I don't think that's necessary, the balancing should in my opinion be done through features you interact with as player (like number of charging stations per ...
- Thu Dec 03, 2020 10:24 pm
- Forum: Gameplay Help
- Topic: Turning or or enabling the tile grid
- Replies: 3
- Views: 15987
Re: Turning or or enabling the tile grid
There's a debug option that turns on the grid.
Edit: f4 -> show-tile-grid in case you haven't used debug options before.
Edit: f4 -> show-tile-grid in case you haven't used debug options before.
- Thu Dec 03, 2020 1:35 pm
- Forum: Gameplay Help
- Topic: Size of logistic networks
- Replies: 6
- Views: 6753
Re: Size of logistic networks
Ghosts for things where you do not have the material still fills the construction queue and they will regularly be checked postponing other construction jobs, so that will likely cause delays when you place new blueprints.
If linking networks with chest/inserter connections is cumbersome I would do ...
If linking networks with chest/inserter connections is cumbersome I would do ...
- Thu Dec 03, 2020 11:58 am
- Forum: Gameplay Help
- Topic: Size of logistic networks
- Replies: 6
- Views: 6753
Re: Size of logistic networks
While logistic networks do get more efficient when they cover smaller areas, it might not necessarily be the size alone causing issues.
When you say the robots take forever to build stuff, is that because they take long to react to ghosts being placed or simply because they move from far away.
1 ...
When you say the robots take forever to build stuff, is that because they take long to react to ghosts being placed or simply because they move from far away.
1 ...