Search found 68 matches

by CorBlimey
Sun Jul 31, 2016 6:45 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 203709

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13

@Outsider, any update on the progress? This is literally the last *NECESSARY* mod (for me, yes, playing without it is just too painful) that lacks a 0.13 update. indeed. amen to that. I am a happy bunny with 0.13 and the mods I use except for not having this one. It pains me to have to use a combin...
by CorBlimey
Sun Jul 31, 2016 12:15 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 29001

Re: [0.13] Make inserter stack bonus individually configurable

while configurability would be useful for some edge cases, the easiest fix for the time being would be for the Devs to just change the stack size tech tree such that the highest bonus ends up as a multiple of 5 and (preferably) also 2 (for bricks). Who on earth needs more than 10 stack size bonus an...
by CorBlimey
Sun Jul 31, 2016 11:13 am
Forum: Implemented Suggestions
Topic: [0.13] Blueprints and copper wire connections
Replies: 5
Views: 2396

Re: [0.13] Blueprints and copper wire connections

agreed wholeheartedly. Especially as it is a PITA to work out which pole is causing the networks to combine.
by CorBlimey
Sun Jul 31, 2016 12:13 am
Forum: Gameplay Help
Topic: Oil for 1 rocket per minute
Replies: 26
Views: 11346

Re: Oil for 1 rocket per minute

Well for simplicity let's just assume that the cost of making the modules is a flat 100% (the effect from ramping up the module production is not interesting here, I want to know the amortization effect of the rocket production) and that max speed beacons are used everywhere (8 effect sources from ...
by CorBlimey
Sat Jul 30, 2016 11:21 pm
Forum: Gameplay Help
Topic: Oil for 1 rocket per minute
Replies: 26
Views: 11346

Re: Oil for 1 rocket per minute

I don't know how good you are with Solver, but an extra challenge for you might be to add the amount of rockets you need to produce in order to amortize the cost of the Prod3 modules (you may assume no speed beacons are used at all). that is no problem if you assume the PM3 are made either with all...
by CorBlimey
Sat Jul 30, 2016 12:23 pm
Forum: Gameplay Help
Topic: Demoted myself - how can I add myself back to admin list?
Replies: 1
Views: 818

Demoted myself - how can I add myself back to admin list?

Curiosity killed the cat. On the other hand, why did the dog lick its __? Because it can!

I 'accidentally' removed myself from being an admin (Demote command) and now cannot Promote myself as not an admin, of course.

How can I add myself back as an admin to a single player map?
by CorBlimey
Sat Jul 30, 2016 11:17 am
Forum: Resolved Problems and Bugs
Topic: [0.13.11] Playername missing in colorchange message
Replies: 3
Views: 2403

Re: [0.13.11] Playername missing in colorchange message

haha it takes a bug report and subsequent patch for me to realise I can change my colour :) Cool.
by CorBlimey
Thu Jul 28, 2016 9:18 pm
Forum: Gameplay Help
Topic: Oil for 1 rocket per minute
Replies: 26
Views: 11346

Re: Oil for 1 rocket per minute

just for comparison, you only need a dash under over 10k crude per rocket if you use PM3 all the way up your oil chain, in comparison to your (correct) calculation of 44k crude with no productivity modules. You also only need about 40k ores compared to 200k without. Definitely PM3 is the way to go i...

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