Search found 54 matches

by Sicnarf
Sat Aug 12, 2017 6:14 pm
Forum: Show your Creations
Topic: Modular tileable endgame science megabase building block
Replies: 6
Views: 12527

Re: Modular tileable endgame science megabase building block

Saw your post on reddit and almost made an account to comment on it, but then I found you here. Love the idea and the implementation I have no idea how you got this running with so few bots that is amazing. I am half way through building a base that is similar in a couple of respects though not near...
by Sicnarf
Wed Aug 09, 2017 5:49 am
Forum: Energy Production
Topic: Big Solar Farm 0.15
Replies: 8
Views: 7644

Re: Big Solar Farm 0.15

Just my own personal preferences. Get rid of the wall it should never be necessary, all the local biters in the area should be dead or if you need walls they should be on your perimeter around your base. I know it's awkward but the the substations should be surrounded by accumulators in a way that a...
by Sicnarf
Sun Aug 06, 2017 9:21 pm
Forum: Show your Creations
Topic: Solar Apathy, Pride, Fear.
Replies: 3
Views: 2517

Re: Solar Apathy, Pride, Fear.

Aggg ok tried a different url is it working now?
by Sicnarf
Sun Aug 06, 2017 8:26 pm
Forum: Show your Creations
Topic: Solar Apathy, Pride, Fear.
Replies: 3
Views: 2517

Solar Apathy, Pride, Fear.

https://lh3.googleusercontent.com/O2z0js0PacoFDAW4wTee6Jrd4IDLSX23J-RtFp50NvuHkPCTj0i8z4RaJ7tEZQOIavwgYllnvu5wd9QCiGugLhqCWZCQr9GYjYj70Vsllj1QqjlWrjooOnmtUau2z82YAokzfDR3SrG9tb0sbbkhIjWOryu5yKLejr0ufIxsEIbQ5oQcsVEAX3PVnuegb7HLAAGL3zOA-9Bt4_aCqu0m1DM-FHRsLrSQBDjel7-Fhut1HwiYvms0onzt1JlFWmRf8_fAQiOki...
by Sicnarf
Fri Aug 04, 2017 1:28 pm
Forum: Ideas and Suggestions
Topic: Blueprint Edit - Ability to Zoom In/Out
Replies: 50
Views: 19872

Re: Zoom and pan blueprint window preview

While your on the subject a request for very large blueprints. As it stands if you have a blueprint that's more than roughly 250+ tiles long that you are trying to place, the edge of the blueprint will be off the edge of the screen no matter where you put the mouse so it's very hard to line up with ...
by Sicnarf
Tue Aug 01, 2017 4:22 am
Forum: Ideas and Suggestions
Topic: logistic bots power efficency research
Replies: 3
Views: 1625

Re: logistic bots power efficency research

Koub wrote:The thing is the static part of the robots' consumtion is negligible in regard to the movement consumption itself : 3 kW+5 kJ/m.
Very true, I read somewhere it takes about 16 seconds of the robot doing nothing to equal 1 tile of movement can anyone confirm or deny this?
by Sicnarf
Mon Jul 31, 2017 8:32 pm
Forum: Ideas and Suggestions
Topic: logistic bots power efficency research
Replies: 3
Views: 1625

Re: logistic bots power efficency research

Technically robot speed research already does the same thing. Robots have an "static" energy cost for all the time they are active or hovering regardless of what they are doing, they also have an additional cost per tile moved. So if a robot has to travel 50 tiles the energy cost for tiles...
by Sicnarf
Mon Jul 31, 2017 9:41 am
Forum: Balancing
Topic: portable solar panels
Replies: 42
Views: 17632

Re: portable solar panels

I do dislike the cost for what you get. However on the power generation front I find them ok for my needs. I keep two sets of armour one for building and one for killing. For building two Roboports and the rest solar no battery required the roboports have a build in battery and it has better storage...
by Sicnarf
Mon Jul 31, 2017 2:47 am
Forum: General discussion
Topic: Early-Midgame bottleneck
Replies: 18
Views: 9716

Re: Early-Midgame bottleneck

Either way I seem to load up my save, look at how to do it, procrastinate for a bit cleaning up something else, and then getting bored and exiting the game. Has anyone else experienced this? That describes my first few games alright. Everyone is a bit different depending on the map settings they li...
by Sicnarf
Mon Jul 31, 2017 2:25 am
Forum: Ideas and Suggestions
Topic: Different colors on different electric networks
Replies: 24
Views: 5591

Re: Multiple Power grid colors

In theory I'm all for that as I'm in the group of players where if you have two separate power grids a mistake was made. However I have also played games where I setup little solar powered radar installations, lots and lots of them. Not sure how the suggested system would handle situations like that...
by Sicnarf
Mon Jul 31, 2017 2:15 am
Forum: General discussion
Topic: factorio is ded
Replies: 3
Views: 2214

Re: factorio is ded

I think this release just added lots of customization so that people could change the settings to play the game the way they wanted to without resorting to lots of mods. Or you could say they just included all the most popular mods :) As a vanilla player I like rail world settings and am happy out w...
by Sicnarf
Sat Jul 29, 2017 7:53 pm
Forum: Gameplay Help
Topic: Tank wagons don't unload?
Replies: 3
Views: 1258

Re: Tank wagons don't unload?

If any part of a fluid wagon train is on a curve the pumps will not connect.(Edit: to any wagons after the curve)
If you want your setup to work you must have the entire train including the locomotive's on straight rails.
by Sicnarf
Sat Jul 29, 2017 2:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
Replies: 8
Views: 3634

Re: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon

@Sicnarf: If your theory was correct, then wouldn't all my tankers malfunction? But they don't, they seem to work most of the time. My theory would only apply to tanker stops where the very first tile after the stop is a curved rail like the one in your picture. Any stops with a straight rail direc...
by Sicnarf
Sat Jul 29, 2017 11:15 am
Forum: General discussion
Topic: Nukes don't destroy items on the ground, Why?
Replies: 8
Views: 4266

Re: Nukes don't destroy items on the ground, Why?

I was not aware unmined ore and refined objects were classified as the same thing.
by Sicnarf
Fri Jul 28, 2017 4:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
Replies: 8
Views: 3634

Re: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon

Try extending the rail after the stop one more tile (In a straight line) or move the stop back a tile so it has one square of straight tile in front of it. If part of a fluid tanker train is on a curve everything from that point back cannot connect to fluid pumps. Found this out with an oil train co...
by Sicnarf
Fri Jul 28, 2017 2:43 pm
Forum: General discussion
Topic: Nukes don't destroy items on the ground, Why?
Replies: 8
Views: 4266

Nukes don't destroy items on the ground, Why?

Was demolishing a chunk of an old base and after nuking it, was still left with a bunch of resources from the belts on the ground. Had to reload an do it the boring way with bots. My question, any reason why we can't have nukes destroy items on the ground? Would just be nicer for cleaning up area's ...
by Sicnarf
Sun Jul 16, 2017 4:03 am
Forum: General discussion
Topic: Late late game biter clearing
Replies: 12
Views: 9568

Re: Late late game biter clearing

Do you realize how huge of a task that is? Yes, but I'm only heading to the edge not edge to edge so it's only 3 hours 22 minutes by rocket fuel train from center/spawn. I'v limited the map height to..... if memory serves 1500 tiles. Ribbon world :) I'm only 1% of the way there so far but I only go...
by Sicnarf
Sat Jul 15, 2017 7:49 pm
Forum: General discussion
Topic: Late late game biter clearing
Replies: 12
Views: 9568

Re: Late late game biter clearing

Ok so general consensus is use mods :) My goal is to get to the edge of the map (or crash my computer) without using mods/commands on rail world default settings so mods are off the table. Maybe if I get the damage research on bullet ammo high enough to 1 shot everything it would be a faster way of ...
by Sicnarf
Fri Jul 14, 2017 7:29 pm
Forum: General discussion
Topic: When do they attack?
Replies: 15
Views: 16450

Re: When do they attack?

(the Rail scenario, as I like the trains). Simple question: how fast should I have my defences up and running? Any advice for a dummy on how to prevent being crushed by the aliens? Thanks! You are playing rail world so the biters do not expand by default they will only attack you if the pollution f...
by Sicnarf
Thu Jul 13, 2017 9:43 pm
Forum: Not a bug
Topic: Serious FPS/UPS drop when many enemies die. [0.15]
Replies: 3
Views: 1847

Re: Serious FPS/UPS drop when many enemies die. [0.15]

Is their any way with a vanilla game to turn off the blood effects in options? The lag when nuking is very annoying.

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