Search found 54 matches
- 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...
- 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...
- 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?
- 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...
- 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 ...
- 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
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?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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
If you want your setup to work you must have the entire train including the locomotive's on straight rails.
- 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...
- 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.
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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.