Search found 950 matches
- 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...
- 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.
I order my logistic bots to bring me 10 fish.
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...
- 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...
- 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
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- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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"
- 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...
- 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 ...
- Wed Apr 06, 2016 8:26 am
- Forum: Releases
- Topic: Version 0.12.30
- Replies: 25
- Views: 36211
Re: Version 0.12.30
For real? That's awesome!Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily (22823).
- 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...
- 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...
- 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...