directly posing screenshots
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- Thu Dec 19, 2019 9:07 pm
- Forum: Gameplay Help
- Topic: Module trade offs for Low Pollution Run.
- Replies: 13
- Views: 4550
- Thu Dec 19, 2019 9:05 pm
- Forum: Gameplay Help
- Topic: Module trade offs for Low Pollution Run.
- Replies: 13
- Views: 4550
Re: Module trade offs for Low Pollution Run.
Thanks both you guys. The intended goal was to to see if I could at least keep the pollution down enough that the surrounding tiles could clean them up. I didn't realize it at the time, but the starting location I got was well suited for this experiment..... Water gap so less walls to watch, and eno...
- Sun Dec 15, 2019 3:21 pm
- Forum: Gameplay Help
- Topic: Module trade offs for Low Pollution Run.
- Replies: 13
- Views: 4550
Re: Module trade offs for Low Pollution Run.
Ok now this is starting to make sense to me. Unfortunately a Biter nest moved right next to my base and I shut everything down for a bit "to clear the air" (bad pun, and will go throw myself in a centrifuge later). I'll deal with them after I retool the factory a bit. So basically what I c...
- Sat Dec 14, 2019 8:41 pm
- Forum: Gameplay Help
- Topic: Module trade offs for Low Pollution Run.
- Replies: 13
- Views: 4550
Re: Module trade offs for Low Pollution Run.
But it doesn't show any figures or even mention pollution output.Amarula wrote: ↑Sat Dec 14, 2019 7:23 pmSychalis made a calculator, check out the post: viewtopic.php?f=5&t=41475
- Sat Dec 14, 2019 6:57 pm
- Forum: Gameplay Help
- Topic: Module trade offs for Low Pollution Run.
- Replies: 13
- Views: 4550
Module trade offs for Low Pollution Run.
So I'm taking a crack at a low Pollution run, and I'm running into major problems figuring out the trade off (and ratios) of Spd/Prod modules when it comes to Pollution statistics and possible AM3 compacting. Right now I'm running eff1 in pretty much everything to bring the total pollution generatio...