Search found 318 matches
- Thu Oct 27, 2016 2:58 am
- Forum: Gameplay Help
- Topic: Simple Question about Solar
- Replies: 26
- Views: 6910
Re: Simple Question about Solar
What about a situation where the accumulator charge drops to 9.9%, so the steam engines are connected, which immediately charges the accumulator back up to 10%, disconnecting the steam engines, which lets the accumulator chrage drop down to 9.9% again, and so on?
- Thu Oct 27, 2016 12:38 am
- Forum: Gameplay Help
- Topic: Simple Question about Solar
- Replies: 26
- Views: 6910
Re: Simple Question about Solar
That thread is obsolete. The simplest method now is to isolate your steam engines with a power switch, and only turn it on when accumulators are low. I thought you still had to use a little circuitry to keep things from rapidly switching as the accumulator cycles between the target point and target...
- Thu Oct 27, 2016 12:16 am
- Forum: Gameplay Help
- Topic: Simple Question about Solar
- Replies: 26
- Views: 6910
Re: Simple Question about Solar
The default design for accumulators is to either accommodate brief spikes in power use, or as a last-ditch source of power, and their priority reflects that. You CAN use accumulators before steam, but you'll need to do a little work with circuits to make it happen. If you're interested in going that...
- Wed Oct 26, 2016 11:15 pm
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 50831
Re: Friday Facts #161 - Infinite Research and Blueprint Library
I'm not sure I'd necessarily agree with more powerful radar. Having used the Big Brother mod, I've discovered that revealing too much territory can play havoc with the biter expansion behaviour. What could stand to changed is the random nature of the scanning. Right now, on an already-scanned area,...
- Wed Oct 26, 2016 10:45 pm
- Forum: Gameplay Help
- Topic: How to solve main belt running into water?
- Replies: 10
- Views: 4679
Re: How to solve main belt running into water?
I'm pretty sure that the acreage involved in a 90-degre turn would dwarf quite a few bases at this point.
- Wed Oct 26, 2016 1:57 am
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 50831
Re: Friday Facts #161 - Infinite Research and Blueprint Library
I'm not sure I'd necessarily agree with more powerful radar. Having used the Big Brother mod, I've discovered that revealing too much territory can play havoc with the biter expansion behaviour. What could stand to changed is the random nature of the scanning. Right now, on an already-scanned area, ...
- Mon Oct 24, 2016 1:14 am
- Forum: Gameplay Help
- Topic: Am I doing this right?
- Replies: 29
- Views: 10636
Re: Am I doing this right?
Each roboports can only recharge 4 bots at a time. So if more than 4 bots need to charge, the excess bots have to sit and wait their turn.Also why do the robots keep piling up in a circle around the roboports as seen below? If you could answer that that'd be great.
- Mon Oct 24, 2016 1:09 am
- Forum: Gameplay Help
- Topic: A simple train crossing...
- Replies: 6
- Views: 52648
Re: A simple train crossing...
Hopefully I understand the description of your setup properly. Depending on whether you're running single track or one lane for each direction, this is how you'd let two (independent) tracks cross each other: http://i.imgur.com/T09OOeo.jpg?1 http://i.imgur.com/85dLa5R.jpg?1 The basic premise is that...
- Sun Oct 23, 2016 12:11 am
- Forum: News
- Topic: Friday Facts #161 - Infinite Research and Blueprint Library
- Replies: 105
- Views: 50831
Re: Friday Facts #161 - Infinite Research and Blueprint Library
To be honest, I am not sure if I am interested in having resource sinks, I produce stuff in order to increase the size of my factory, and then to better defend myself and to reach/transport more resources to mantain the factory and meet the production goal. Same here. That's a perfectly valid plays...
- Fri Oct 21, 2016 4:06 pm
- Forum: Gameplay Help
- Topic: Achievements in experimental releases
- Replies: 1
- Views: 883
Re: Achievements in experimental releases
Achievements work fine. They'll be disabled if you use any console commands, and if you have ANY mods operating, they'll only be registered in-game, not on Steam.
- Fri Oct 21, 2016 5:58 am
- Forum: Gameplay Help
- Topic: "You have been defeated" - WTF??
- Replies: 13
- Views: 5953
Re: "You have been defeated" - WTF??
you know, enough shields helps even with train. as long, as you notice, that your purple bar is going down :D Yeah, it's fine when I'm on biter patrol, because I'll have 4+ shields equipped. But when I'm building, I'm maxing out my movement speed and roboports, so I generally only have one or two s...
- Mon Oct 17, 2016 4:40 am
- Forum: Gameplay Help
- Topic: "You have been defeated" - WTF??
- Replies: 13
- Views: 5953
Re: "You have been defeated" - WTF??
Not going to lie, I'm pretty sure my train deaths vastly outnumber by biter deaths at this point. A little caution and shielding goes a long way with biters. But with trains, a 250km/h unit can cross even a maximum-zoomed screen in a second and lubricate the tracks with your entrails before you can ...
- Sun Oct 16, 2016 9:46 pm
- Forum: Show your Creations
- Topic: Belt Balancer
- Replies: 20
- Views: 38367
Re: Belt Balancer
The second design (by Daniel34) works fine. Because of the splitter, both lanes of the input belt can be sideloaded onto either lane of the output belt as space allows. Try feeding it a single lane and watch it balance things out. On the other hand, that example by Rose there will be capped at a si...
- Sun Oct 16, 2016 5:09 pm
- Forum: General discussion
- Topic: Alien abuse
- Replies: 6
- Views: 3697
Re: Alien abuse
That's right - put them to work! Add a few power poles and accumulators for the look of it
- Sun Oct 16, 2016 12:04 am
- Forum: Show your Creations
- Topic: Belt Balancer
- Replies: 20
- Views: 38367
Re: Belt Balancer
The second design (by Daniel34) works fine. Because of the splitter, both lanes of the input belt can be sideloaded onto either lane of the output belt as space allows. Try feeding it a single lane and watch it balance things out. On the other hand, that example by Rose there will be capped at a sin...
- Sat Oct 15, 2016 7:25 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117184
Re: Friday Facts #160 - Playtesting
I'm not sure why there is so much resistance toward the concept of electric boilers. They would be a simple and space/resource-efficient way of storing solar electricity. For example, considering the attached image - In this situation, the coal boilers could be replaced with electric boilers hooked...
- Sat Oct 15, 2016 6:37 pm
- Forum: Energy Production
- Topic: A guide to Night Steam with Hot Water Storage
- Replies: 18
- Views: 32110
Re: A guide to Night Steam with Hot Water Storage
Well, my complements to the long and compact design. It took awhile to paste everything, but I now have a 2GW steam complex where I had original been expecting to settle for only 600MW. Based on calculations, 4 blue belts of coal should fully supply all the boilers even at max load. Just need to get...
- Fri Oct 14, 2016 11:43 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117184
Re: Friday Facts #160 - Playtesting
On a list of things that could stand to have their bounding box shrunk - how about solar panels? Not as big a deal, especially since they tend to be set-and-forget, but laying down multiple blueprints via personal robo-port, you currently need to take care that you don't make a blueprint that your r...
- Fri Oct 14, 2016 8:25 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 117184
Re: Friday Facts #160 - Playtesting
10) I hope boiler mk2 will be electric powered. It's strange that with everything that can be electricity-powered, only boilers sill are not. Since there is currently no application for boilers EXCEPT for heating up liquid to make electricity, an electricity-powered boiler would be roughly analogou...
- Fri Oct 14, 2016 8:01 pm
- Forum: Gameplay Help
- Topic: How to get robot count
- Replies: 5
- Views: 15038
Re: How to get robot count
Just to clarify, after hooking a red/green wire to a roboport, select the roboport. You'll see an extra heading where it assigns various robot counts (const/logi/total/available) to certain variables, which you can change as desired, and reference at other points in the network.