Search found 28 matches
- Fri May 04, 2018 9:34 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51214
Re: Friday Facts #241 - New player experience
I've witnessed about six completely unspoiled new player experiences, four friends in person and two over the internet who intentionally avoided spoilers (Quill18 and Brothgar) All six experiences hit a huge speedbump at blue science. Understanding blue science was not the wall, it was the combined ...
- Wed Jul 05, 2017 5:39 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 428342
Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!
Looks like it's acting up again.
Attempt to remote call outside of an event.
__creative-mode__/control.lua:73: in main chunk
I just updated to 15.27
Attempt to remote call outside of an event.
__creative-mode__/control.lua:73: in main chunk
I just updated to 15.27
- Thu Jun 22, 2017 7:55 pm
- Forum: Show your Creations
- Topic: Coal to rocket fuel (Tileable+boosted)
- Replies: 10
- Views: 7857
Re: Coal to rocket fuel (Tileable+boosted)
Cool stuff. Does this run without backing up? Looks nice and isolated.
- Thu Jan 19, 2017 12:44 am
- Forum: General discussion
- Topic: .15 ETA - how close is it?
- Replies: 11
- Views: 6272
Re: .15 ETA - how close is it?
My guess is that since we haven't seen the final art(and wattage) for nuclear, or a 0.15 circuit network FF, or a final 0.15 HD art FF, the final 0.15 Research rework FF, final weapon rebalance FF, we have at least 5-8 weeks. It is a huge content update. It will be most likely the major content addi...
- Mon Dec 12, 2016 8:01 pm
- Forum: Show your Creations
- Topic: Compact Belts Factories & Inserters Machine
- Replies: 11
- Views: 19212
Re: Compact Belts Factories & Inserters Machine
Cool stuff. I love the use of the gear buffer as a way to work around the widely varying demand of belt/inserter products. Do you limit the gear chest or do you just fill it up?
- Mon Dec 12, 2016 7:58 pm
- Forum: Show your Creations
- Topic: Yet another science setup.
- Replies: 14
- Views: 34859
Re: Yet another science setup.
I still use this design Xolkiyr, so its much appreciated. I'll check it out soon.
- Fri Dec 02, 2016 9:39 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact base in 3x4 chunks - three belt system
- Replies: 6
- Views: 13299
Re: Compact base in 3x4 chunks - three belt system
This is great OP. Awesome work.
- Tue Nov 29, 2016 8:33 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 70917
Re: Friday Facts #166 - Combat Revisit
Yea!
Big, slow biters that perhaps unleash a lot of regular biters upon death sounds pretty sweet. Might be a good way to get some walls destroyed
Big, slow biters that perhaps unleash a lot of regular biters upon death sounds pretty sweet. Might be a good way to get some walls destroyed
- Mon Nov 28, 2016 10:30 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 70917
Re: Friday Facts #166 - Combat Revisit
Excellent topic with many ideas. I feel very strongly about this revamp and I hope I can toss my 2 cents into the pile. I have played 300 hours since 0.12. Current Combat Observations: + Weapon variety is great + First few expansions and map exploration is fun + Progression and introduction of new c...
- Thu Nov 17, 2016 6:00 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 73827
Re: RoRo vs Terminus (was Loop vs 2-headed train network)
I use two-headed trains with a one-way rail system. It simplifies stations for me and throughput can be expanded gracefully with bigger stations.
Loops are good too. The speed difference is noticeable but it hasn't really affected me.
Loops are good too. The speed difference is noticeable but it hasn't really affected me.
- Tue Nov 08, 2016 5:23 pm
- Forum: General discussion
- Topic: My guide to "There is no spoon" (14.X version)
- Replies: 35
- Views: 47868
Re: My guide to "There is no spoon"
3/3/6 is a rough abbrev for 3 red science, 3 green, and 6 blue science assemblers. It's based off the shorthand 5/6/12 that people often talk about.
Blue belt is express belt, the highest tier one.
I actually used your map seed for my spoon achievement yesterday btw
Blue belt is express belt, the highest tier one.
I actually used your map seed for my spoon achievement yesterday btw
- Mon Nov 07, 2016 8:34 pm
- Forum: General discussion
- Topic: My guide to "There is no spoon" (14.X version)
- Replies: 35
- Views: 47868
Re: My guide to "There is no spoon"
The fact that this runs on a single yellow belt is impressive. You got it planned out very well and I'll probably be using this when I go for my Spoon run. I plan my 'regular' bases out on a 3/3/6 as well as trying to bus only one blue of iron/copper, so this build really speaks to me. I appreciate ...
- Wed Aug 24, 2016 6:16 pm
- Forum: Balancing
- Topic: Earlier access to personal construction bots
- Replies: 5
- Views: 3752
Re: Earlier access to personal construction bots
As I've gotten better and better at the game I have started craving construction bots as early as possible as well so I can be my own lazy bastard. My flying robot frame factory is incorporated into my early rush to advanced oil processing and I really do think the tech is well placed. Right after w...
- Mon Aug 22, 2016 6:01 pm
- Forum: Combinator Creations
- Topic: Centralized assembly loop controller for easy factory design
- Replies: 10
- Views: 7441
Re: Centralized assembly loop controller for easy factory design
The ability to set recipes in assemblers using circuit network in proposed 0.14 update will "complete" this concept and make it very viable over traditional solutions, such as looong belts with various knicknacks. Right now it's nothing more than a project for the sake of a project (which ...
- Mon Aug 22, 2016 5:57 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact (?) 40/s Green Circuits with Prod. Modules
- Replies: 5
- Views: 7471
Re: Compact (?) 40/s Green Circuits with Prod. Modules
I use this build from BlakeMW. It doesn't output exactly a blue belt, but you can toss in another partially beaconed EC factory on the end to cap it out for express. I think his build aims for compactness, so it doesn't have as much inserter coverage as yours, so it uses bots to move copper cable sh...
- Wed Aug 17, 2016 3:08 am
- Forum: General discussion
- Topic: What to do when the starting area runs dry?
- Replies: 14
- Views: 8124
Re: What to do when the starting area runs dry?
Choo choooooo There's two inevitable reasons to make trains. Either your starting patch runs out or you need more miners mining stuff. Feeding just 10 labs nonstop takes up over half a yellow belts worth of iron and copper plates. If you intend to use that other half for anything else you're going t...
- Tue Jul 26, 2016 6:09 pm
- Forum: General discussion
- Topic: Lazy Bastard Achievement - No hand crafting challenge
- Replies: 62
- Views: 108373
Re: Lazy Bastard Achievement - No hand crafting challenge
I decided to shelve my Lazy Bastard save until the map gen was fixed (and it just was), so this is all still valuable information. When I did start I got to about oil before I quit that save. I think using some of my free crafts will go to more burner drills after automation I. Because burner drills...
- Tue Jul 26, 2016 6:04 pm
- Forum: General discussion
- Topic: Is there a problem with upgraded Turrets and ticks?
- Replies: 10
- Views: 5036
Re: Is there a problem with upgraded Turrets and ticks?
Without bullet shooting speed upgrade: 3000 ticks Bullet shooting speed 1: 2500 ticks Bullet shooting speed 2: 2142 ticks Bullet shooting speed 3: 1764 ticks Bullet shooting speed 4: 1500 ticks Bullet shooting speed 5: 1305 ticks Bullet shooting speed 6: 1154 ticks It's precisely as XKnight foretol...
- Mon Jul 18, 2016 6:13 pm
- Forum: General discussion
- Topic: Is loop based train design totally broken?
- Replies: 21
- Views: 25721
Re: Is loop based train design totally broken?
Sounds like this problem is self inflicted. There is literally no problem with looped train networks if you signal them properly. I think you got all the help links in the thread to fix it, good luck.
most trains run double-headed in real life.
most trains run double-headed in real life.
- Mon Jul 18, 2016 5:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 26164
Re: [0.13.1] Map generation process is very strange
cube wrote:I've made some tweaks to our map generator, a bug or two related to map segmentation and completely replaced how starting areas are generated. Let's see if it will make you happy Moving to fixed for next version.