Search found 140 matches

by Skellitor301
Sun Oct 18, 2015 1:42 pm
Forum: General discussion
Topic: That moment when,
Replies: 69
Views: 38038

Re: That moment when,

you build up production starting with the end result and you go backwards in production by placing assemblers making what is needed for the component you placed prior. Once done you see it's a big jumbled mess you never want to mess with again and it becomes the tumor in your factory
by Skellitor301
Sun Oct 18, 2015 12:23 am
Forum: Ideas and Requests For Mods
Topic: Selfdriving Logistic Cars
Replies: 29
Views: 16510

Re: Selfdriving Logistic Cars

Honestly I dont have a clue Adil, this thread is an idea for a mod that's free for anyone to pick up and make if they desire. IMO I think would be a cool mod that gives the game alternative options to base building, give the player a reason to try something different and get a different experience f...
by Skellitor301
Sat Oct 17, 2015 3:15 pm
Forum: Ideas and Requests For Mods
Topic: Selfdriving Logistic Cars
Replies: 29
Views: 16510

Re: Selfdriving Logistic Cars

You're missing the point Hitzu, first of all my point of view of cars has nothing to do with what i'm presenting here, I'm pointing out that it would be nice to include them as they're used more in the real world to transport goods over a short distance, no bigger than a city or a town normally. You...
by Skellitor301
Fri Oct 16, 2015 2:02 pm
Forum: Ideas and Requests For Mods
Topic: Selfdriving Logistic Cars
Replies: 29
Views: 16510

Re: Selfdriving Logistic Cars

wow dude, way to not hit on stereotypes. Also no, I was presenting a mod idea to expand logistical ability, not make it so we have cool cars. Just like in the real world, most modern civilizations rely road vehicles to transport goods within a road network to deliver goods to and from locations with...
by Skellitor301
Thu Oct 15, 2015 7:00 pm
Forum: Ideas and Requests For Mods
Topic: Selfdriving Logistic Cars
Replies: 29
Views: 16510

Re: Selfdriving Logistic Cars

[Moderated by Koub] : subsequently, this post never happened either. *waves one hand*
by Skellitor301
Wed Oct 14, 2015 7:10 pm
Forum: Ideas and Requests For Mods
Topic: Selfdriving Logistic Cars
Replies: 29
Views: 16510

Re: Selfdriving Logistic Cars

As for the pathing, I did mention that as well in my original post, where you set waypoints for the cars to go to, just like stations for trains, but instead of them running down a railway that you set down, it makes a bee line straight to the waypoint. As I also mentioned, this is common in RTS gam...
by Skellitor301
Wed Oct 14, 2015 2:55 pm
Forum: Ideas and Requests For Mods
Topic: Selfdriving Logistic Cars
Replies: 29
Views: 16510

Re: Selfdriving Logistic Cars

Yes, I mentioned that in my original post about figuring out new ways to layout a factory. As for why cars are better for mid distances than trains, cars are not tied to a track, so you can easily set up a path for them to go between two points. As for a train, you /have/ to lay down the track betwe...
by Skellitor301
Wed Oct 14, 2015 8:35 am
Forum: Ideas and Requests For Mods
Topic: Selfdriving Logistic Cars
Replies: 29
Views: 16510

Re: Selfdriving Logistic Cars

I generally dont go for trains myself, I usually have a robot network before I would begin a train system. As for the difference, it's basically a vehicle that makes mid to short distances more efficient versus either train use or bot use. Trains work best when it's a long distance, and bots work be...
by Skellitor301
Wed Oct 14, 2015 8:28 am
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

That's kinda the point of the accumulators in the scenario that was originally given. The accumulators would act as a buffer of power so when your lasers went off, it would not shut down your factory because you had the spare power stored up. By the time the accumulators ran dry the attack would lik...
by Skellitor301
Tue Oct 13, 2015 8:43 pm
Forum: Ideas and Requests For Mods
Topic: Selfdriving Logistic Cars
Replies: 29
Views: 16510

Selfdriving Logistic Cars

So I had a thought, we can make trains that run on their own, and bots that are just about as autonomous as it gets, but I figured why dont we have cars or trucks that run autonomously as well? Basically taking the car or truck, shoving a robot in the driving seat, and setting waypoints for it to go...
by Skellitor301
Sat Sep 12, 2015 1:59 am
Forum: Mods
Topic: [0.11.x] Belt Utilities
Replies: 42
Views: 48244

Re: [0.11.x] Belt Utilities

Hope this mod does get updated for 0.12, this would be very useful
by Skellitor301
Wed Jul 01, 2015 9:56 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

PROTOS wrote:if use a replacation the mod you get small e ferness
...what? This thread is vanilla based, not modded
by Skellitor301
Wed Jul 01, 2015 6:24 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

I have a question about boiler to steam engine ratio. Why 14:10? I use 10:10 and all my steam engines work at full capacity, why should I add another 4 boilers? 10:10 might work for the time you checked, it's based mostly on how much power your base is using. Steam engines slow themselves down and ...
by Skellitor301
Sun Jun 07, 2015 9:35 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

Updated:
  • Added the Blue Science Module
  • Revamped the factory modules section a bit to help make the section a bit clearer
by Skellitor301
Tue May 19, 2015 2:38 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

Or he could use a sceenshooting software like the one I suggested at the bottom of the parent topic that will take the screenshot and upload it automatically to a server for easy access. It's even linked :P
by Skellitor301
Sat May 16, 2015 8:39 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

I think I've come up with something close to the ideal furnace setup, but it's too difficult to take screenshots, so I'll just describe it. Someone else is welcome to make a screenshot and share it (it's not as if an idea can be copyrighted anyway)... Not sure if there really is a good ballance for...
by Skellitor301
Fri May 08, 2015 7:23 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

I dont think that really is on topic in this thread n9103, There are lore topics in the General Discussion
by Skellitor301
Fri May 08, 2015 6:50 am
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

That's more or a base layout which isn't the goal of this thread, these are a collection of tricks and builds that can easily be put into any base. There's more than one base layout and some work better for others. While yes I do think a good layout is key, part of the fun is discovering your own la...
by Skellitor301
Mon Mar 30, 2015 7:10 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261198

Re: Tips, Designs, & Tricks

One thing I would like to try and do is get a variety of builds that do the same thing, that way people can play around and find which layout they would like to use. Cause one thing I noticed is there are more than one layout for just about everyone of them, especially furnace layouts. Quoted here ...
by Skellitor301
Mon Mar 30, 2015 7:09 pm
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 316
Views: 240225

Re: Optimized Steam Engine Setup

when I said same version of the two builds I meant the original version, and your optimized version. It is technically the same build, just yours is more space and resource efficient One thing I would like to try and do is get a variety of builds that do the same thing, that way people can play arou...

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