Search found 950 matches

by BlakeMW
Tue Apr 12, 2016 1:28 pm
Forum: Gameplay Help
Topic: Power Consumption Questions
Replies: 2
Views: 3501

Re: Power Consumption Questions

I assume you're referring to the personal roboport only. 1) The internal buffer recharge rate is exactly what it sounds like - the roboport has its own built-in batteries which is the buffer (with a capacity of 7MJ), the recharge rate is so high even 4x fusion reactor can't recharge a single robopor...
by BlakeMW
Mon Apr 11, 2016 8:49 am
Forum: Off topic
Topic: Your Logistic Robots Are Broken! [Forum Game]
Replies: 344
Views: 116317

Re: Your Logistic Robots Are Broken! [Forum Game]

The construction bots intercept the order and interpret it as a request to deconstruct you, they steal all the stuff from your inventory then stuff you into a storage chest.

I order my logistic bots to bring me 10 fish.
by BlakeMW
Mon Apr 11, 2016 8:35 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 133139

Re: [MOD 0.12.26] KS Power

I wanted to know the efficiency of the Oil Boiler (as of KSPower 0.1.1), so here is some maths and also some experimentally derived figures (burning a set amount of fuel and seeing how much charge goes into accumulators): Burning Light Oil: 0.5 Light Oil -> 300 Hot Water 0.085MJ * 300 = 25.5MJ or 56...
by BlakeMW
Mon Apr 11, 2016 7:03 am
Forum: Ideas and Suggestions
Topic: Iron, Steel, Concrete Walls
Replies: 7
Views: 2183

Re: Iron, Steel, Concrete Walls

Walls are nearly pointless in the game, they are like a crutch which can be used to make small biters easier to deal with and small spitters much much harder to deal with, making them of highly questionable value (the reason I say this is many players like to build 2 turrets and surround them with 4...
by BlakeMW
Mon Apr 11, 2016 6:59 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 167464

Re: Count to 1,000,000

HTTP Error 412 - Precondition failed
by BlakeMW
Sun Apr 10, 2016 7:12 pm
Forum: Gameplay Help
Topic: look for backup for "low power" situation
Replies: 4
Views: 2425

Re: look for backup for "low power" situation

You can connect the Offshore Pump to the circuit network and use a network condition to turn it on. This normally involves a smart chest and inserters taking things out, and another inserter putting things back in - that inserter is on the main grid so if the power goes out the chest gets emptied an...
by BlakeMW
Sun Apr 10, 2016 1:00 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19706

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

There's a long running bug I've been meaning to report: Flipping a blueprint with storage tanks in it does not correctly rotate the tanks, it appears tanks are not rotated at all when the blueprint is flipped. This causes the tanks to no longer connect with pipes/other components in a flipped bluepr...
by BlakeMW
Sun Apr 10, 2016 9:08 am
Forum: Balancing
Topic: Lab Efficiency Research
Replies: 24
Views: 14677

Re: Lab Efficiency Research

The fact is I see no use researching so fast : I alreadu never am able to use the outcomes of my research as I research them :mrgreen: So I willfully limit myself to like 2 labs until my blue science production is flowing and automated. Maybe that's a play style difference? I put a high priority on...
by BlakeMW
Sun Apr 10, 2016 8:42 am
Forum: Gameplay Help
Topic: Inserter Throughput
Replies: 9
Views: 17010

Re: Inserter Throughput

Thankyou for verifying my numbers, the setup I use includes the LED display blueprint, but because I'm not a wizard with combinators I use a simpler method, I make a combinator clock set to count from 0 to some really high number. I then link the smart chests to the LED displays and can compare the ...
by BlakeMW
Sat Apr 09, 2016 11:10 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 92311

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Here is a screenshot of my 200MW Nucular Power Plant. This is my first bots-based nuclear power plant, my previous ones used belts. http://i.imgur.com/iQbP7bGl.jpg This factory consumes about 220MW, there is 40MW of solar generation but otherwise the Nuclear reactors provide all the power. Also visi...
by BlakeMW
Sat Apr 09, 2016 7:23 am
Forum: Balancing
Topic: Lab Efficiency Research
Replies: 24
Views: 14677

Re: Lab Efficiency Research

The maths which demonstrates lab efficiency is a waste of time is solid. Nevertheless a resource often unaccounted for is is player time/effort/attention. At some point you'll probably find it easier to just research the first two efficiency upgrades rather than expanding your labs. I wouldn't bothe...
by BlakeMW
Fri Apr 08, 2016 8:13 am
Forum: General discussion
Topic: Why can't 1 gear factory supply 10 red science factories?
Replies: 9
Views: 15240

Re: Why can't 1 gear factory supply 10 red science factories?

GewaltSam has already said most what I wanted to, I'll just add the exact inserter ratios: Inserts per second (as of 0.12.30) Fast: 2.31 (26 ticks/insert) Long: 1.15 (52 ticks/insert) Basic: 0.83 (72 ticks/insert) 2 Long Arm Inserters are exactly as fast as 1 Fast Insterter. There are no precise rat...
by BlakeMW
Fri Apr 08, 2016 8:11 am
Forum: Resolved Problems and Bugs
Topic: [0.12.30] Items lost when resetting assembling machine
Replies: 16
Views: 4577

Re: [0.12.30] Items lost when resetting assembling machine

It is not a bug, it is there by a design. Consider the bonus production and productivity modules for example, it would be exploitable. I do not understand how it would be exploitable with production bonus, as it should just return the resources actually consumed and ignore the productivity bar prog...
by BlakeMW
Thu Apr 07, 2016 8:57 am
Forum: Mods
Topic: [MOD 0.12.x] Extended Pipes
Replies: 2
Views: 4524

Re: [MOD 0.12.x] Extended Pipes

I think this mod should be called "Longer Underground Pipe"
by BlakeMW
Wed Apr 06, 2016 8:03 pm
Forum: General discussion
Topic: The purpose of faster transport belts
Replies: 15
Views: 11311

Re: The purpose of faster transport belts

There is little point to using faster transport belts (although I do like to use red belts to feed blocks of 32 steel furnaces - that is a row of 16 down both sides of a belt of ore). Usually by the time high throughput is needed you are better off using trains and logistic bots. If you have some id...
by BlakeMW
Wed Apr 06, 2016 2:34 pm
Forum: Mods
Topic: [MOD 0.12.x] Harder Energy
Replies: 18
Views: 23553

Re: [MOD 0.12.x] Harder Energy

Costs are a more useful metric than space. Is it reasonable than an assembler 3 can automate production of oil refineries even though oil refineries are like 4x bigger? Or that a chest can hold as much as several wagons even though the chest is 1/40th the size? Or that you can carry several hundred ...
by BlakeMW
Wed Apr 06, 2016 8:26 am
Forum: Releases
Topic: Version 0.12.30
Replies: 25
Views: 36211

Re: Version 0.12.30

Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily (22823).
For real? That's awesome!
by BlakeMW
Tue Apr 05, 2016 12:13 pm
Forum: General discussion
Topic: Why use trains?
Replies: 26
Views: 44772

Re: Why use trains?

The train might win in the beginning, but once you have a few shields up, the train won't kill you. Unless it's at high speed. Also I recently tested running trains into things (mainly Tanks and other Trains). Once trains hit a certain threshold (generally 6-long travelling at high speed - though m...
by BlakeMW
Mon Apr 04, 2016 8:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Harder Energy
Replies: 18
Views: 23553

Re: [MOD 0.12.x] Harder Energy

Solar panel output changed to 20 kW (nerfing to 33% from vanilla, still harsh considering that coal only get's nerfed by 50%) Interestingly 20kW is exactly what I think the solar panel output should be too. 20kW is close to the energy requirements of a electric miner drill with 3x eff1 modules (18k...
by BlakeMW
Mon Apr 04, 2016 8:16 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 110941

Re: [MOD 0.12.20+] Misanthrope 0.3.6 -- Better Biter Mechanics

I noticed no difference at all with the 0.3.5 biters, but that's playing an existing factory with a Great Wall. My Great Wall has actually attained religious significance for the Biters. They have set up shops and stalls and such to cater to the groups of pilgrims coming to die gloriously at the Gre...

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