After the first research you are able to use logistics bots to transport items from chests to the player.
The second tech gives the more useful ability to transport items from chests to chests.
Search found 75 matches
- Sat Jun 22, 2019 3:56 pm
- Forum: Gameplay Help
- Topic: First logistic chests
- Replies: 8
- Views: 3217
- Thu Jun 20, 2019 10:16 am
- Forum: Gameplay Help
- Topic: UPS friendly, nuclear reactor design?
- Replies: 33
- Views: 12513
Re: UPS friendly, nuclear reactor design?
The metric of how ups efficient a reactor setup is is really simple. Count number of entities handling fluid or heat. Less is better. Ups efficiency per W is just W/(number of entities handling fluid or heat) Edit: you probarbly need to count heat exangers x3 as they handle 2 types of fluid and heat.
- Mon Mar 25, 2019 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Furnaces don't show out of fuel warning
- Replies: 1
- Views: 1924
- Tue Mar 19, 2019 10:27 am
- Forum: Balancing
- Topic: productivity 1 speed penalty is too harsh
- Replies: 10
- Views: 3388
Re: productivity 1 speed penalty is too harsh
Prod modules when used correctly should reduce the number of assemblers you need.
Consider this example,. You make 60 ultiity sci a minute:
Using assembler2s without modules. -> 107 assembler2s.
If you put prod1s in the assemblers making sci. -> 102 assembler2s.
Consider this example,. You make 60 ultiity sci a minute:
Using assembler2s without modules. -> 107 assembler2s.
If you put prod1s in the assemblers making sci. -> 102 assembler2s.
- Sat Mar 16, 2019 8:26 am
- Forum: Minor issues
- Topic: [0.17.12] Science pack consumption value wrong
- Replies: 6
- Views: 2213
Re: [0.17.12] Science pack consumption value wrong
Labs did use prod1 modules. But tech worth 1300 utility science was researched. And the graph shows 599 consumed. That is close to half the number of utlity science that was acctualy consumed by the labs. Also the statistics changes slightly if you change the timespan. "10h" tab shows a di...
- Fri Mar 15, 2019 12:41 pm
- Forum: Minor issues
- Topic: [0.17.12] Science pack consumption value wrong
- Replies: 6
- Views: 2213
Re: [0.17.12] Science pack consumption value wrong
Both, This is after a rocket was launched. Unmoded with default setting preset. Science consumed is lower than required for silo tech.
- Sun Mar 10, 2019 4:03 pm
- Forum: Not a bug
- Topic: [0.17.9] Inserters not working properly
- Replies: 6
- Views: 2438
- Sun Mar 10, 2019 3:24 pm
- Forum: Not a bug
- Topic: [0.17.9] Inserters not working properly
- Replies: 6
- Views: 2438
Re: [0.17.9] Inserters not working properly
This is not new, it is related to the inserters being in different chunks. Turn on the grid and you'll see.
- Fri Mar 08, 2019 9:38 am
- Forum: General discussion
- Topic: Was 0.17.7 biters nerfed already?
- Replies: 21
- Views: 7788
Re: Was 0.17.7 biters nerfed already?
It is harder now in a few specific cases. In 0.16 there was a bug that a nest consumed all pollution regardless if it could generate biters from it or not. This caused biter acctivity to not scale in proportion to generated pollution. As this is now fixed biter acctivity scales with pollution now. S...
- Tue Mar 05, 2019 2:19 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Consistent research time for upgrades techs
- Replies: 0
- Views: 453
[0.17] Consistent research time for upgrades techs
Most multi level upgrade techs have a research speed of 30s for the two first levels and then 60s for levels 3+. Some of the upgrade techs do not follow this pattern. Inserter stack sice and lab speed techs have 30s for all levels. Mining productivity have 60s for all levels. I propose that this is ...
- Tue Mar 05, 2019 10:39 am
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40849
Re: Version 0.17.5
Yes, asymptotically it was actually 5 times cheaper. So I fixed it for 0.17.6. The cost will be like this: Level 1: 250 (red + green) Level 2: 500 (+blue) Level 3: 1000 (+purple+yellow) of level 4+ is (level - 3) * 2500 I like this! Could you also consider bringing the research time of level 1 to b...
- Tue Mar 05, 2019 9:38 am
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40849
Re: Version 0.17.5
Yes, asymptotically it was actually 5 times cheaper. So I fixed it for 0.17.6. The cost will be like this: Level 1: 250 (red + green) Level 2: 500 (+blue) Level 3: 1000 (+purple+yellow) of level 4+ is (level - 3) * 2500 I like this! Could you also consider bringing the research time of level 1 to b...
- Sat Mar 02, 2019 10:50 am
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 13944
Re: blue and yellow assembler are worse than grey
Higher tier assemblers produce less pollution and support modules. At the cost of increased power consumption and build cost.
Works as intended.
Works as intended.
- Sat Mar 02, 2019 9:39 am
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 18279
Re: Not pleased with 17.1 so far...
As I said above, loving 0.17, BUT, one very negative feedback: I very much dislike the middle-click to clear a quickbar item. Not sure if its bug or something that is planned to be fixed, but the middle mouse button has never been used until now, so why has it been introduced for the sole purpose o...
- Thu Feb 28, 2019 10:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
- Replies: 10
- Views: 7549
- Wed Feb 27, 2019 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
- Replies: 10
- Views: 7549
[Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
cant place underground pipe on a tile between two normal pipe containing different fluids. See attatched screenshot:
- Mon Feb 25, 2019 8:51 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 158343
Re: Friday Facts #283 - Prepare to Launch
I thought I read in the FF that release was today, February 25th, but now I can't find it. Here I sit anxiously awaiting. Is release today? Edit: I found it, it was in FF 282 - "If the playtesting goes well, we will let you know next Friday, and if it is the case, we will aim to release the we...
- Fri Jan 11, 2019 12:21 pm
- Forum: Gameplay Help
- Topic: Stuck in mission after building radars
- Replies: 4
- Views: 1891
Re: Stuck in mission after building radars
Open the tech GUI. Icon in the top right of the screen, or press the shortcut key "t"
- Sat Jan 05, 2019 8:24 am
- Forum: Balancing
- Topic: 0.17+ mining & smelting numbers
- Replies: 16
- Views: 22336
Re: 0.17+ mining & smelting numbers
I like the 2s suggestion. Having the same speed as an electric mining drill opens up for some interesting direct insertion designs.
- Thu Dec 06, 2018 12:26 pm
- Forum: Gameplay Help
- Topic: Labs + Inserters
- Replies: 14
- Views: 7772
Re: Labs + Inserters
The easiest way for up to 6 science packs is to have it all inserted from one side, 2 long inserters and one normal taking from 3 belts (one needs to be with underground belts, to pass the long inserters) into the same lab. For 7 sci packs you can have rows of underground belts pass through the row ...