Search found 141 matches
- Sat Mar 15, 2014 12:57 pm
- Forum: Gameplay Help
- Topic: Construction Robots
- Replies: 4
- Views: 3752
Re: Construction Robots
It is the icon with a red box that you get from blueprints. You only need to craft one (unless you tend to lose them like I do). To use it, you select it and then drag a box around the things you want to deconstruct.
- Sat Mar 15, 2014 12:48 pm
- Forum: Gameplay Help
- Topic: Blue science pack
- Replies: 4
- Views: 3525
Re: Blue science pack
The recipes are in chemical plants. First you combine petroleum with water to make sulfur. Then you combine the sulfur with iron plates and more water to make the acid.
- Sat Mar 15, 2014 12:45 pm
- Forum: Gameplay Help
- Topic: Construction Robots
- Replies: 4
- Views: 3752
Re: Construction Robots
Put them in a roboport and use deconstruct planner to remove forests.
- Fri Mar 14, 2014 12:52 am
- Forum: Gameplay Help
- Topic: how unite/separate logistic networks
- Replies: 1
- Views: 3340
Re: how unite/separate logistic networks
Roboports have a smaller area of influence for logistics (the orange zone). When the zones of two or more roboports touch or overlap they are linked together to form a single network. This will show as a dotted line between the linked roboports (if they have power). To prevent roboports from linking...
- Tue Mar 11, 2014 7:41 pm
- Forum: General discussion
- Topic: 0.9.3
- Replies: 15
- Views: 5660
Re: 0.9.3
Oil industry isn't a mod.
- Tue Mar 11, 2014 7:28 pm
- Forum: General discussion
- Topic: 0.9.3
- Replies: 15
- Views: 5660
Re: 0.9.3
You can try it out now.DRBLN wrote:I'm just starving for the oil industry!
It should be awesome.
- Tue Mar 11, 2014 4:25 pm
- Forum: Gameplay Help
- Topic: Water pumps
- Replies: 11
- Views: 12780
Re: Water pumps
The small pump has a speed of 0.5 while the offshore pump has a speed of 1. The steam engine consumes 0.1 fluid per tick. From my testing, a tick coincides with the speed of pumps. A single offshore pump can maintain 10 steam engines, while a single small pump can only handle 5. You can combine mult...
- Sun Mar 09, 2014 10:56 am
- Forum: Balancing
- Topic: Questions regarding design decisions
- Replies: 4
- Views: 9539
Re: Questions regarding design decisions
1) The recipes (craft time, assembler speed, quantities) are all available to the player, unlike my experiences with anno where the chains are small, specific , and usually does not have any cross-dependency. You can create a theoretical production chain to maximize the output of your factory. The p...
- Sun Mar 09, 2014 6:19 am
- Forum: Not a bug
- Topic: [0.9.2] Alt mode icons on chests may be difficult to see
- Replies: 6
- Views: 6159
Re: [0.9.2] Alt mode icons on chests may be difficult to see
You can set it to use the old (light) method in graphics.
I wouldn't consider this a bug, but would recommend something to make the icon stand out against the black background (especially for coal and other dark icons). The black circle could be a little more transparent too.
I wouldn't consider this a bug, but would recommend something to make the icon stand out against the black background (especially for coal and other dark icons). The black circle could be a little more transparent too.
- Sun Mar 09, 2014 6:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Robots not using frames
- Replies: 7
- Views: 2530
Re: [0.9.2] Robots not using frames
Is there a console command that refreshes recipes? I edited the lua, but one save isn't taking notice.
- Fri Mar 07, 2014 6:00 am
- Forum: General discussion
- Topic: Good Rail Layout
- Replies: 11
- Views: 5935
Re: Good Rail Layout
I have a train layout, but it might be too complex to help. It has 18 trains running and produces red, green, and blue science packs now. I only use logistic bots for blues and moving the packs to labs. I'm also using logistic bots for coal on my new 10 stop (+1 for me) refueling/idle station. I use...
- Thu Mar 06, 2014 4:05 pm
- Forum: General discussion
- Topic: Deconstruction Planner and storage chests
- Replies: 26
- Views: 14181
Re: Deconstruction Planner and storage chests
I still don't see why I would want to use active chests. Why not just use only passive chests? Why would I want to have provider chests send to a storage chest instead of going directly to a requester chest or construction bot?
- Thu Mar 06, 2014 10:16 am
- Forum: General discussion
- Topic: Deconstruction Planner and storage chests
- Replies: 26
- Views: 14181
Re: Deconstruction Planner and storage chests
What would be the benefits of using an active provider chest?
- Wed Mar 05, 2014 3:15 pm
- Forum: General discussion
- Topic: Dont understand the reasoning behind production module
- Replies: 8
- Views: 4493
Re: Dont understand the reasoning behind production module
Considering that all resources are essentially endless...
All productivity does is delay the inevitable. You are going to run out and need to seek another spot to expand to at some point if you want to play a continuous game.
All productivity does is delay the inevitable. You are going to run out and need to seek another spot to expand to at some point if you want to play a continuous game.
- Tue Mar 04, 2014 9:22 pm
- Forum: General discussion
- Topic: Trees !
- Replies: 5
- Views: 3711
Re: Trees !
This seems biome related to me. The desert areas seem like they have a lot less trees. It this is true, maybe it could be applied to other resources, rocky areas may have high concentrations of stone for example.
- Tue Mar 04, 2014 11:56 am
- Forum: General discussion
- Topic: Biter raid behavior change?
- Replies: 8
- Views: 5082
Re: Biter raid behavior change?
How big and frequent are these attacks? The only reason biters might make a fighting group is the expansion, and it happens once in a longer time. They started small and grew over time. I don't have a good sense of time, however I wasn't expecting any attacks at all. I've finished some expanding an...
- Tue Mar 04, 2014 1:07 am
- Forum: Gameplay Help
- Topic: Fueling up mah trains
- Replies: 4
- Views: 3897
Re: Fueling up mah trains
Try removing and placing the inserter again. I've had inserters get stuck on 0.9.0, but thought that was fixed. Also, does it insert if you put the train in manual mode (pause)?
- Mon Mar 03, 2014 2:51 pm
- Forum: General discussion
- Topic: Biter raid behavior change?
- Replies: 8
- Views: 5082
Re: Biter raid behavior change?
I've used that and it doesn't seem to be the case.ssilk wrote:Use the debug mode (keys F4-F7) to turn on the pathfinding. You will see, that you built just in their way to some target.
- Mon Mar 03, 2014 11:15 am
- Forum: Not a bug
- Topic: [0.91] Character keeps mining
- Replies: 5
- Views: 4573
Re: [0.91] Character keeps mining
I hope this is not considered a bug. It really useful at the start when you don't feel like holding the button down constantly.
- Mon Mar 03, 2014 11:12 am
- Forum: General discussion
- Topic: Question about red & green wires
- Replies: 15
- Views: 6879
Re: Question about red & green wires
http://en.wikipedia.org/wiki/Logic_gatessilk wrote:What do you understand about logic gates?
Not really sure what there is to understand. Maybe the programmer in me just sees this as second nature.