super fart shooter posted:They still haven't fixed the thing where biters randomly aggro on power pylons out in the wilderness, and it's still driving me crazy Why you leaving your infrastructure open to biter attack?
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# ? May 5, 2017 20:44 |
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# ? Jun 22, 2024 22:26 |
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I run power lines to my distant resource expansions. The biters usually ignore them like they do with rails, but sometimes they just attack like a single pole for no reason. I've always suspected it was cause it just happened to be in the way of their pathfidning, or because they got aggro'd by a passing train and took it out on the pole, but either way it shouldn't happen and there's no really good way to design around it, so I just have to go out there and fix it myself
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# ? May 5, 2017 20:54 |
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super fart shooter posted:They still haven't fixed the thing where biters randomly aggro on power pylons out in the wilderness, and it's still driving me crazy
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# ? May 5, 2017 20:59 |
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lol if you don't have redundant resilient power grid
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# ? May 5, 2017 21:01 |
FISHMANPET posted:Here I was hoping that nuclear power would turn off coal power the way solar does, but it just runs at 50% capacity (while still using 100% of the nuclear fuel) and half my coal plant is still running. Do I need to design some fancy switch to turn the regular boilers on and off or is something broken? Here is the design I use: e; code:
Loopoo posted:I love that player names are now hidden if they're out of radar / player range. Will make PvP servers way more enjoyable. Tiny size, very rich, very far apart. Your outposts will last a long time each but you'll need to run trains to get enough outposts to feed your factory. super fart shooter posted:I run power lines to my distant resource expansions. The biters usually ignore them like they do with rails, but sometimes they just attack like a single pole for no reason. I've always suspected it was cause it just happened to be in the way of their pathfidning, or because they got aggro'd by a passing train and took it out on the pole, but either way it shouldn't happen and there's no really good way to design around it, so I just have to go out there and fix it myself I too run powerlines, and it is indeed because of their pathfinding running into them. I know its a personal preference thing but I consider that a feature and not a bug. Too me biters are already no challange so your rail and power infrastructure getting wholy ignored would just be doubly easy mode. M_Gargantua fucked around with this message at 21:14 on May 5, 2017 |
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# ? May 5, 2017 21:02 |
Do turrets attract attention in themselves? I'd be tempted to shield those really out there high-tension power lines with a little two-turret laser fort on the foot of each one.
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# ? May 5, 2017 21:04 |
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scamtank posted:Do turrets attract attention in themselves? I'd be tempted to shield those really out there high-tension power lines with a little two-turret laser fort on the foot of each one. IIRC Biters straight up aggro turrets over anything else, they'll prioritize them.
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# ? May 5, 2017 21:13 |
And I guess while we're on the topic of blueprint strings (which I hope the next stable op for .15.x non-experimental) includes a link for more permanent blueprint sharing: The plastic cracker I designed for the MP server: code:
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# ? May 5, 2017 21:18 |
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M_Gargantua posted:
I wouldn't mind it if there was a way to set it up so they could be auto repaired... This is a game about automation after all, not running around the map doing routine tasks manually. Maybe if there were some kind of long range bot that only travels and works in proximity to your rails. Or maybe if they'd add vehicle module grids (they actually posted this in a weekly update once, I'm disappointed it didn't make it into this version) I could put a roboport on my resupply train and have it repair stuff as it cruised around. scamtank posted:Do turrets attract attention in themselves? I'd be tempted to shield those really out there high-tension power lines with a little two-turret laser fort on the foot of each one. That may sound like a good idea, except when a huge biter wave collides with it a few turrets won't be enough to fight them off. In order to make it truly self sufficient, you'd need to build a little base with a roboport for repairs, but that would also necessitate a train stop for resupplying, or just chaining them close enough so they're all part of your main logistics network, and at that point you're basically just expanding your base across the whole map anyway, may as well just make it one giant wall. Trust me, I've thought about this a lot....
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# ? May 5, 2017 21:20 |
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I consider any territory I build stuff in mine and build a grid of turret protected radars to detect any incursions and wipe them out regularly. Because of the way pollution spreads more in some area than others I also usually have a tentacle looking web of turret protected radars reaching out just ahead of the pollution cloud marking the areas I've pushed aliens out of already. Sometimes the radar stations get attacked (or bypassed by expanding aliens), but I haven't had any problems with aliens wiping out the power poles leading to them yet.
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# ? May 5, 2017 21:21 |
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Yeah, adding 1-2 turrets like that will probably just increase the likelihood of your poles getting destroyed after the biters get too strong for 2 turrets to handle a swarm on their own.
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# ? May 5, 2017 21:21 |
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LLSix posted:I consider any territory I build stuff in mine and build a grid of turret protected radars to detect any incursions and wipe them out regularly. Yeah, there's one stretch of poles along a coast that keeps getting destroyed even after I've tried changing their location a few times, it's always by biters coming around the lake. I'm thinking I'll just have to build a little fort out there to cut them off. There aren't any worthwhile resources, but it's right in the middle of a big gap in my radar coverage, so I guess it's worth it anyway On another topic, I just found this image while I was looking up something about science ratios... I had no idea labs could take packs from each other!
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# ? May 5, 2017 21:33 |
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super fart shooter posted:On another topic, I just found this image while I was looking up something about science ratios... I had no idea labs could take packs from each other! Holy poo poo, that's awesome. Is it new?
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# ? May 5, 2017 21:39 |
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Assemblers can't take raw materials from each other, can they? I'm not sure if I ever tried.
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# ? May 5, 2017 21:42 |
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Antti posted:Assemblers can't take raw materials from each other, can they? I'm not sure if I ever tried. Would be a pretty inefficient thing to do imo, seeing as most assemblers require multiple items and craft relatively quickly. You'd end up with the first assembler in line never having enough to make something. With labs, it works so well cause the usage speed of the packs is relatively slow. Same with boilers.
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# ? May 5, 2017 21:45 |
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Can furnaces take coal from other furnaces? Because I just had an idea where you have two furnaces next to each other for doing iron ore -> steel so you don't have to worry about putting coal in the second one.
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# ? May 5, 2017 21:44 |
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super fart shooter posted:Yeah, there's one stretch of poles along a coast that keeps getting destroyed even after I've tried changing their location a few times, it's always by biters coming around the lake. Make 2x2 landfill islands for your towers
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# ? May 5, 2017 21:47 |
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vOv posted:Can furnaces take coal from other furnaces? Because I just had an idea where you have two furnaces next to each other for doing iron ore -> steel so you don't have to worry about putting coal in the second one. I think so. Though it might grab the iron ore out of the furnace if it's getting rid of / using up the metal plates too quickly. I can see a situation occurring where your steel stack ends up making metal plates by mistake.
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# ? May 5, 2017 21:48 |
vOv posted:Can furnaces take coal from other furnaces? Because I just had an idea where you have two furnaces next to each other for doing iron ore -> steel so you don't have to worry about putting coal in the second one. No, anything that produces a tangible good has whatever that item is in its 'output'. So the only thing an insurer will grab from assemblers or furnaces is whatever their assembling or smelting. Boilers and science packs are the odd ones out because in the boiler fuel is consumed (with no output slot) to covert water to steam, and science packs are consumed to produce science. So in both cases the inserters don't care since it's all one slot, kinda like a logical chest
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# ? May 5, 2017 21:49 |
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Loopoo posted:I think so. Though it might grab the iron ore out of the furnace if it's getting rid of / using up the metal plates too quickly. I can see a situation occurring where your steel stack ends up making metal plates by mistake. Filter inserters would fix that. M_Gargantua posted:No, anything that produces a tangible good has whatever that item is in its 'output'. So the only thing an insurer will grab from assemblers or furnaces is whatever their assembling or smelting. Boilers and science packs are the odd ones out because in the boiler fuel is consumed (with no output slot) to covert water to steam, and science packs are consumed to produce science. So in both cases the inserters don't care since it's all one slot, kinda like a logical chest Aww, that's unfortunate, but I guess it makes sense.
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# ? May 5, 2017 21:50 |
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vOv posted:Can furnaces take coal from other furnaces? Because I just had an idea where you have two furnaces next to each other for doing iron ore -> steel so you don't have to worry about putting coal in the second one. no I tried it
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# ? May 5, 2017 21:52 |
Arms can only seem to reach things inside the building's output hatch. That's why you can make burner drills "hold hands" like that and feed them in a chain without having to pass the fuel by them on belts. e: man I wish I could hang on to my filthy non-electric equipment and upscale it into a proper diesel age scamtank fucked around with this message at 21:56 on May 5, 2017 |
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# ? May 5, 2017 21:54 |
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Launched my first rocket Restarted on goon island, just built my landbridge. I always played on peaceful mode before, so it's my first time building real defenses. I guess 40+ laser turrets and 20 flamethrowers is a little overkill for a beachhead when all the biters are still small.
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# ? May 5, 2017 22:31 |
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This patch seems to have introduced a frequent crash related to entering a vehicle, as in nearly every other time I get in a car or a tank. So much for tank funtimes.
Toadsmash fucked around with this message at 22:48 on May 5, 2017 |
# ? May 5, 2017 22:44 |
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I think 0.15.9 is supposed to have fixed that, along with a train crash.
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# ? May 5, 2017 22:52 |
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Real quick before I go ahead and build my big yellow science assembly, the perfect ratio for advanced circuits to processing units is 6:5 now, right?
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# ? May 5, 2017 23:10 |
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super fart shooter posted:Real quick before I go ahead and build my big yellow science assembly, the perfect ratio for advanced circuits to processing units is MORE now, right? Edit with the real ratio for ya.
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# ? May 5, 2017 23:40 |
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LLSix posted:What do people do for military science? This is what I settled on for one military science a second. The assembler per stated production time method which is also popular spits out 5 science, 2 red bullet (1 yellow bullet) 4 grenade 4 turret. You can stick that all in a pretty tidy couple of lines between belt and inserter tricks.
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# ? May 5, 2017 23:57 |
Pull the oversupply into the logistics network
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# ? May 6, 2017 00:03 |
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super fart shooter posted:On another topic, I just found this image while I was looking up something about science ratios... I had no idea labs could take packs from each other! Wat WHAT They can do that?
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# ? May 6, 2017 00:17 |
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Friday Facts #189 - Specifying the 1.0
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# ? May 6, 2017 00:58 |
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Jagged Jim posted:Wat That's new in 0.15, wasn't possible in 0.14 or previous. Sigh - halfway through building a rocket factory and I have to go back and rebalance my purple science. Ugh. edit: Just so I don't sound so negative - the release cadence that Wube sustain after a major release is nothing short of phenomenal. It's lightyears better than most indie devs and also puts professional game dev shops to shame too. It's just they're breaking my poo poo goddamnit :| Thel fucked around with this message at 01:14 on May 6, 2017 |
# ? May 6, 2017 00:59 |
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LLSix posted:What do people do for military science? This is what I settled on for one military science a second. The military science recipe produces 2 packs, you only need 5 factories to make 1/second. Even for 2 packs/second I think you only need 4 steel ammo factories?
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# ? May 6, 2017 01:05 |
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You can daisy chain boilers the same way.
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# ? May 6, 2017 01:42 |
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Someone help me out with those map exchange strings, I scanned past the last couple of pages to get the goon island working, but none of my results look anything like the screenshots posted. Do you pop out in different locations every time, and I'm on the right map, but not realizing it, or am I loving something up? I'm simply copy & pasting the entirety of the string from that pastebin into map exchange under "New Game" without touching any of the other options. https://pastebin.com/7CHG3CfB /edit: And if I change richness of resources, does that affect the map generated? When I touch the modifiers, the string in the section for it disappears, hence my assumption
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# ? May 6, 2017 02:19 |
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i just clicked new game, set it to rail world, pasted that string in and hit generate and got the goon island, so it should work fine... edit: i'm getting weird hitching in the game, like the fps stays solid at 60 but every minute or so i get a little bit of choppiness. i have auto save pushed out to like 10 mins as well.
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# ? May 6, 2017 03:14 |
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queeb posted:i just clicked new game, set it to rail world, pasted that string in and hit generate and got the goon island, so it should work fine... Change your v-sync settings in game. Some people get hitching with it on, others with it off. In 15.4 or 15.5 they changed the default to off, which gives me lots of choppiness, smooth as silk when it's on.
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# ? May 6, 2017 03:22 |
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As cool as this is... I can't bring myself to get rid of the Longer Underground Belt mod. Once you go so long, you can't go back! The increased material cost from the update probably helps balance it out anyway.
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# ? May 6, 2017 05:01 |
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Loopoo posted:Gross, trains only accept a max of 30 rocket fuel? I wanna fill mine up entirely!
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# ? May 6, 2017 05:08 |
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# ? Jun 22, 2024 22:26 |
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Evilreaver posted:"turn this inserter off until the downstream chest is >170 [so that 12 chests will fill to 2k evenly for quick loading]", etc Connect all chests with green wire, put that into an arithmetic combinator and divide by a number slightly lower than the number of chests, output to "A". Add a constant combinator of one to "A", then connect "A" to the inserters with green wire. Then with red wire, connect each inserter to its matching chest and only operate if A > items in the chest. That way inserters will operate if their chest is slightly above average or worse (how big of a tolerance depends on how much more than # of chests you set the divisor).
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# ? May 6, 2017 05:14 |