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How the hell do you place rail now? I loaded up a save game and built some rails and tried to lay them and all I can do is place them normally, no idea how to do curves etc etc. E: Figured it out, have to start from a placed rail and go from there. FISHMANPET fucked around with this message at 03:46 on Jun 28, 2016 |
# ? Jun 28, 2016 03:43 |
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# ? Apr 25, 2024 19:55 |
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Voxx posted:You basically sit around watching a show until you get the red science for the assembler 2, and then you actually start playing the game. You can run around hitting trees and large rocks to speed things up a bit. The stone furnace works as a chest for coal. I would require at least 20 more logistics slots before I would even attempt this. No way am I losing the ability to have everything on-hand by the time I get to where I'm going to hand-build, and that usually means slapping a few more assemblers and belts together on the run over.
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# ? Jun 28, 2016 03:49 |
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Ratzap posted:Oil distribution seems to have changed a lot. I know they said they changed the resource seeding but the ores are fairly much like they were. Oil however I only have low quality patches but they are in thick clumps - 17 in the one closest to my start on this map. I didn't use any funky options either. It's weird, some maps have the normal pre-patch resource distribution. But then others have RSO-type resource distribution.
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# ? Jun 28, 2016 04:08 |
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The updated flamethrower is rather satisfying. Sadly it doesn't remove the trees when the forests burn, it leaves charred trees which you still have to harvest/shoot normally to get rid of. The graphics of the forest fire is very nice though, I love the thick black smoke cloud. Be careful though, you can burn large portions of your base down if they're close to trees - not like I would do something that silly.Loopoo posted:This'll be the last time I ask, cause I've sorta been asking way too much: Any EU peeps wanna play a game together? Just jump on DimitriX's server. There's a thread for it in private games.
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# ? Jun 28, 2016 04:21 |
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Fwoosh, crackle crackle
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# ? Jun 28, 2016 04:27 |
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Ratzap posted:The updated flamethrower is rather satisfying. Sadly it doesn't remove the trees when the forests burn, it leaves charred trees which you still have to harvest/shoot normally to get rid of. that suuuuuuuuuuuuuuuuuuuucks
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# ? Jun 28, 2016 04:35 |
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awesmoe posted:that suuuuuuuuuuuuuuuuuuuucks Update: On closer inspection, it is considerably thinning them out when it burns but they are far from all gone.
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# ? Jun 28, 2016 04:56 |
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Ratzap posted:Just jump on DimitriX's server. There's a thread for it in private games. I dunno, I thought about doing that but I prefer small groups of people. Two, maybe three max. It feels a lot more rewarding, instead of hopping on a server where 90% of stuff is researched and there's already a massive base laid down already.
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# ? Jun 28, 2016 04:57 |
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a
emTme3 fucked around with this message at 03:01 on Mar 31, 2022 |
# ? Jun 28, 2016 10:31 |
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splifyphus posted:Goddamnit. Do feel free to try joining it again, it might have been an one-off glitch. Or just wait the freeze out - it might be something the server just needs to process through
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# ? Jun 28, 2016 11:04 |
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Not my gif, but I'm excited for flamethrower turrets now. Just about ready to research flammables. https://gfycat.com/PessimisticQuarterlyBird drunkill fucked around with this message at 12:57 on Jun 28, 2016 |
# ? Jun 28, 2016 12:54 |
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Wow, they seem... underwhelming? I mean, they look fantastic, but they aim like poo poo. Spraying where the creepers were, and not where they'll be. Now that I've seen how they perform, I doubt I'll bother making them.
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# ? Jun 28, 2016 13:07 |
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Loopoo posted:Wow, they seem... underwhelming? I mean, they look fantastic, but they aim like poo poo. Spraying where the creepers were, and not where they'll be. Is this where I dig back through the thread and quote myself saying "why are people excited for flame turrets? They're going to be useless"
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# ? Jun 28, 2016 13:31 |
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What I want is a continuous beam turret that can start fires.
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# ? Jun 28, 2016 13:41 |
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Gibbo posted:Is this where I dig back through the thread and quote myself saying "why are people excited for flame turrets? They're going to be useless" I mean, they're not completely useless. That's a bit of a heavyhanded thing to say. I can see a couple grouped together would be strong enough to wipe out those huge hoards you end up attracting late-game. Wiping them out much, much faster than either laser / bullet turrets can handle. Just their aiming gets on my nerves.
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# ? Jun 28, 2016 14:08 |
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Seems like you'd want to mix them with gun turrets? Horde of biters show up, guns shoot down the front runners, while the flames that got shot at them end up torching the ones further back.
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# ? Jun 28, 2016 14:17 |
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try putting the flamers further back from the wall more of a note to self, really
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# ? Jun 28, 2016 15:20 |
Remember they also randomized spitter range so instead of being spread out radially around a target, they should be a bit more clumped up.
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# ? Jun 28, 2016 15:40 |
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I like the new furnace animation.
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# ? Jun 28, 2016 18:20 |
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The "RSO replacement" does seem to richness based on distance right, but the game still has a love affair with swamping you with dozens of miniature resource patches even if you tweak the map gen settings to try to explicitly avoid it. Actual RSO still vastly preferred to me for that reason.
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# ? Jun 28, 2016 18:52 |
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The new RSO doesn't seem to have the infinite, percentage based resource deposits like before. It's just the regular set number. What up with that?
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# ? Jun 28, 2016 20:09 |
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BrainMeats posted:The new RSO doesn't seem to have the infinite, percentage based resource deposits like before. It's just the regular set number. What up with that? RSO always had static amounts in its mineral patches, I thought.
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# ? Jun 28, 2016 20:13 |
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So if I want to update to 0.13 do I have to start a new factory or will my 0.12 factory import ok?
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# ? Jun 28, 2016 20:33 |
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Royal W posted:RSO always had static amounts in its mineral patches, I thought. Maybe I'm just confused. There was a standalone infinite resource mod but I thought I got rid of it when RSO replaced it. I had a whole bunch of addons that I wiped clean for 0.13.
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# ? Jun 28, 2016 20:35 |
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quiggy posted:So if I want to update to 0.13 do I have to start a new factory or will my 0.12 factory import ok? If you were using mods, then you'll probably have to start a new factory unless all of those mods have been updated. If your 0.12 factory was vanilla, then you'll be fine, though you might have to fix a few issues if you have trains or smart inserters/smart chests.
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# ? Jun 28, 2016 20:37 |
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thedaian posted:If you were using mods, then you'll probably have to start a new factory unless all of those mods have been updated. I only just bought the game last week, so I haven't gotten into modding yet. Really I just want to be able to burn down this forest that's blocking my expansion.
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# ? Jun 28, 2016 21:00 |
BrainMeats posted:Maybe I'm just confused. There was a standalone infinite resource mod but I thought I got rid of it when RSO replaced it. I had a whole bunch of addons that I wiped clean for 0.13. RSO has a config file you can edit, but by default everything is still finite. I think the richest I saw in my last save was about 120k copper under an electric mine.
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# ? Jun 28, 2016 21:32 |
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I always clear forest with grenades. Easy to churn out with an Assembler, and clicking twice will kill every tree in the grenade's AoE.
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# ? Jun 28, 2016 21:44 |
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mossyfisk posted:I always clear forest with grenades. Easy to churn out with an Assembler, and clicking twice will kill every tree in the grenade's AoE. You get an achievement for burning down 10,000 trees or something so get squirting with the flamethrower. I started a save to do the Lazy achievement. I don't know about Lazy though, it's more tedium and frustration - press the wrong icon and you are loading again. After 3 hours and 45 minutes I got green science going and have 105/111 on the hand crafts counter. That will let me make 5 refineries so finishing the game shouldn't entail too much waiting around. In the end I've gone with a split factory. One set of mines/furnaces/assemblers purely to run the science constructions and the other builds all the crap for me. Roll on the robot revolution.
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# ? Jun 29, 2016 00:09 |
So, I'm finally to setting up my oil unload station. How is the rail stop on the circuit network supposed to work? I connected the two stack inserters to the stop with green wire and set the condition to enabled if empty barrels is below 40, but it still just dumped all 100 empty barrels in. I feel like I missed something. E: just found a second oil cluster with about 39 nodes. Even once fully depleted that will be 3.9/s without mods, all at one station. carticket fucked around with this message at 04:08 on Jun 29, 2016 |
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# ? Jun 29, 2016 01:45 |
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And done. Burn baby, burn. On that note, be aware that if you torch a forest and it damaged a nest, they come for you regardless of how far away. But once the fire goes out they stop.
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# ? Jun 29, 2016 04:36 |
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Ratzap posted:And done. This is edging into Dwarf Fortress levels of righteous, endless aggression involving trees.
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# ? Jun 29, 2016 04:51 |
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a
emTme3 fucked around with this message at 03:01 on Mar 31, 2022 |
# ? Jun 29, 2016 05:07 |
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I picked up this game today after eyeballing it for the last three months and it's been really neat! I love to solve these kinds of problems and I love to try and do so elegantly. My first attempt at total automation of a process came in the form of Research 1. The first version of the process ended up looking like this: I have a problem with product volume, that I actually had a solution for, but failed to implement correctly. The idea was that when there were 2 products in a process, they would have exclusive lanes on the belt, so if one product backfilled, it'd only backfill on itself and not clog up the process. I did this correctly for Iron Ore. I did it incorrectly for Copper Ore and the raw materials line for Research 1 . I didn't bother fixing them here since I want to tear it all down as I have an idea that reduces the physical footprint of the process by reasonable amount while still being expandable to the edge of the map. This problem set is so neat though and I love seeing these kinds of things and then fixing them.
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# ? Jun 29, 2016 07:22 |
Canine Blues Arooo posted:I picked up this game today after eyeballing it for the last three months and it's been really neat! I love to solve these kinds of problems and I love to try and do so elegantly. yeah never mix a lane on a belt like that
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# ? Jun 29, 2016 07:29 |
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splifyphus posted:I think it might be a problem with the new flamethrower in general. It looks sweet and feels awesome and does shitloads of damage, but only seems to hit exactly where your mouse is and nowhere else. You only seem to be able to hit one enemy at a time, and you end up damaging yourself when trying to hose down a big swarm. It's pretty ridiculously powerful. I was disappointed at first too because it doesn't fire in a cone any more but it's a huge improvement, you won't damage yourself as long as you remember to always keep the cursor at least one tile away and it kills almost everything instantly. You can run through an alien colony and just hose everything down then run away, just waving the mouse over everything for a split second is enough to kill it because of the fire it leaves behind. Then you just spray one tile behind you as you run away and go grab your artifacts.
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# ? Jun 29, 2016 07:35 |
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Canine Blues Arooo posted:I picked up this game today after eyeballing it for the last three months and it's been really neat! I love to solve these kinds of problems and I love to try and do so elegantly. Have the conveyors from your coal and copper mines intersect in a T-junction, with coal coming from one side and copper coming from the other. They'll both slot onto each side of the belt and never mix. Your underground belts are good but for a smelting area, it's not really necessary to loop it back around. If your smelters are using up resources faster than the belt can provide, just make more mining drills to oversaturate the belt. Some people in this thread think loops are a waste of time, but I think they're pretty drat nifty for stuff like research bottles. But yeah, don't bother looping your smelter conveyor back around. Coal doesn't usually get used up that fast, but ore does. Maybe expanding so your future smelting area has two conveyors, one purely for ore (because your upgraded furnaces go through them like wildfire) and the other for coal. That's what I do. Using T-junction conveyor convergence points lets you keep items on each side of the belt. This is alright for some situations, but mid to late game when your factory is devouring products, you should switch to fully saturated belts for maximum output. Mixing belts is mainly useful in early game. Qubee fucked around with this message at 08:49 on Jun 29, 2016 |
# ? Jun 29, 2016 08:42 |
Good post, sharing belts is also good for for products that require 3 or 4 inputs and hopefully have a longer manufacture time. Think of Advanced Circuits or Blue Research. Something like Solar Panels as an example. They need 15 Electronic Circuits, but only 5 Copper and 5 Steel. It might make sense for your setup share Copper and Steel on a belt, and have a dedicated belt for Electronic Circuits because you'll need a lot more bandwidth. Of course you can dedicate 3 belts, but in your early If you ever get into mods, belt sharing is great when things need 5 and 6 inputs. (top left corner you can see the belt joining)
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# ? Jun 29, 2016 13:11 |
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Oh hey v .13.1 is hereDEM PATCH NOTES SON posted:
Regallion fucked around with this message at 13:55 on Jun 29, 2016 |
# ? Jun 29, 2016 13:52 |
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# ? Apr 25, 2024 19:55 |
DmitriX posted:Oh hey v .13.1 is here Thank god. I've had to use the map to figure out my rail network since I haven't been able to rename the stops.
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# ? Jun 29, 2016 14:16 |