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bitcoin bastard posted:Haven't tried yet but supposedly you can put stuff in a wooden chest then blow it up. But yeah it would be nice to be able to just highlight an item and hit the delete key or drag it to a trash can icon. It works, but it leaves ugly wreckage on my otherwise beautiful and pristine alien hellscape.
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# ? Jun 7, 2014 00:00 |
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# ? May 13, 2024 09:14 |
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Foehammer posted:It works, but it leaves ugly wreckage on my otherwise beautiful and pristine alien hellscape. gently caress this gay earth, blacken the sky, char the ground In other news, my attempt to have a "Research the entire tech tree" kinda-speedrun before the patch hit has ended in failure Not for lack of trying, but for the fact that "Robot Followers" tech... branch? just keeps going, and going... Like, Laser Fire Speed goes to 6, Robot Followers goes to 20. The last level is x2200 science. So, I got the rest of the tree done, got to Followers 10, and built a rocket defense in 22 hours. I could have gone a lot faster if I had automated defenses faster, I was rebuilding walls and (especially) roboports by hand when I should have been prospecting and mining resources to feed the hungry factories. Now to start over again! Better luck this time! Evilreaver fucked around with this message at 00:54 on Jun 7, 2014 |
# ? Jun 7, 2014 00:51 |
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Now that logistics robots don't actually die I will simply fill the air with them and say "gently caress belts. Robots are much cooler."
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# ? Jun 7, 2014 01:00 |
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Anyone have a good seed or worldgen options to create a map with moderate amount of resources around the beginning area(Enough to get trains and such going) and then have resources very sparse but huge fields of it far away? I've tried setting everything to rare and rich but what ends up happening is the beginning area will have huge fields of some resource but missing others.
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# ? Jun 7, 2014 01:07 |
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I just realized, I don't think I've been attacked since I upgraded to .10.
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# ? Jun 7, 2014 02:07 |
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FISHMANPET posted:I just realized, I don't think I've been attacked since I upgraded to .10. Same here actually.
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# ? Jun 7, 2014 02:36 |
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Um. I just got in game, and the combat shotgun and piercing shells are nerfed to hell and back for me. Anyone else?
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# ? Jun 7, 2014 03:05 |
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Morning posted:Same here actually. I tried to downgrade, but my save game had been upgrade to 0.10, so I redownloaded the update, and I just got attacked, so welp?
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# ? Jun 7, 2014 03:35 |
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ikanreed posted:Um. I just got in game, and the combat shotgun and piercing shells are nerfed to hell and back for me. Anyone else? It looks like there's a bug causing the combat shotgun to only fire 1 pellet. Its already listed in their bug forum, so I imagine it'll be fixed for the next patch.
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# ? Jun 7, 2014 03:48 |
I'm hesitant to buy this before it gets on Steam because Steam has spoiled me with everything magically auto-updating. How much of a pain is updating this?
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# ? Jun 7, 2014 04:04 |
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President Ark posted:I'm hesitant to buy this before it gets on Steam because Steam has spoiled me with everything magically auto-updating. How much of a pain is updating this? Run the game. If you want this update, check the "experimental updates" option. Edit: also, it's all the fun parts of Anno, if that helps you make up your mind.
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# ? Jun 7, 2014 04:07 |
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President Ark posted:I'm hesitant to buy this before it gets on Steam because Steam has spoiled me with everything magically auto-updating. How much of a pain is updating this? Not at all. You go into options and select "Allow updates" and "Allow experimental updates" and it gives you a prompt when you start the game, asking whether or not you want the update to take place. About as easy as it gets.
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# ? Jun 7, 2014 04:08 |
Kytrarewn posted:Not at all. You go into options and select "Allow updates" and "Allow experimental updates" and it gives you a prompt when you start the game, asking whether or not you want the update to take place. Oh good, I was dreading it'd involve hunting down links on their website and manually patching every time. Gonna buy it then!
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# ? Jun 7, 2014 04:08 |
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Items on belts turning corners bunch up and you lose bandwidth. But you can actually avoid it by using two splitters. You can also use just one splitter to move a belt one tile parallel to the direction of the belt. You can keep stacking splitters to move it as many tiles as you want with no speed loss.
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# ? Jun 7, 2014 04:12 |
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Renaming train stations has completely changed the game. Goodbye, daznet69.
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# ? Jun 7, 2014 04:15 |
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420 destroy biter spawn and kite the hordes to your forward firebase er'y day. Does anyone know what effect having more than one shield in your armour has? Does it improve hitpoints/charge time, or is it simply wasted space?
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# ? Jun 7, 2014 07:25 |
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Breetai posted:420 destroy biter spawn and kite the hordes to your forward firebase er'y day. Charge is the same, HP is up, power requirement is up. E: Though charge is the same time-wise, it's better HP-wise.
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# ? Jun 7, 2014 07:43 |
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I think I'm starting to get the hang of Logistics Bots! I've got a line of them pumped out and inserted into a roboport, I don't know how many I actually have though. Also, what lines do you typically use logibots on? I've been using them on circuits, they're put into everything, but putting circuits on a transportation belt is too slow for my liking. And since they're in everything, it forces me central line into an unholy mess.
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# ? Jun 7, 2014 07:47 |
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I just setup a new fully-automated express production line that auto-fabs logistic bots, laser towers, processing units, advanced circuits, the works! It is super easy to get around and not really that big. Oddly enough, when placed and ordered correctly, it really saves on the wrap-around belts.
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# ? Jun 7, 2014 08:18 |
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Phobophilia posted:I think I'm starting to get the hang of Logistics Bots! I've got a line of them pumped out and inserted into a roboport, I don't know how many I actually have though. Generally what you want to use are 1. Storage chest around your ports. Those act as little chest your robots put things into if they deconstruct poo poo, or take poo poo out of an active provider. 2. Get construction robots and use the blueprints. It is literally that amazing. Make a few blueprints for easily extending your smelting poo poo, or a dual factory layout with requester and provider chest. 3. Always have goods on you. 4. Now that they can't die...spam them. And replace inefficent belts, so you can make space for more important things. Early mass products should stay on belts. Everything else deserves a fly. 5. Smart inserters into passive chest at your main resource belts, so you always have something stored and ready to ship around.
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# ? Jun 7, 2014 09:50 |
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Phobophilia posted:I think I'm starting to get the hang of Logistics Bots! I've got a line of them pumped out and inserted into a roboport, I don't know how many I actually have though. Blue science is the main thing that I automate ASAP via logistics robots. You can, fairly easily, just extend existing production lines to get smart inserters and advanced circuits to your science pack assembly machines, but things are a lot cleaner if you just use logistics robots to grab all four components from passive providers and to move the new packs to a circular belt surrounding your labs, especially when it comes to batteries, which require two chemical labs and a whole lot of pipe. Besides, when it comes to batteries, you'll have other uses for your sulfur than just making sulfuric acid at some point (when you're ready to make explosives for rockets/landmines) and so it's easier to control your sulfur production/use if you're filling up a chest, not a belt.
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# ? Jun 7, 2014 12:53 |
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I have successfully automated logistics bots buildings each other. Now if only I could get them to fly when taken out of a box by a grabber.
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# ? Jun 7, 2014 19:28 |
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Deadmeat5150 posted:I have successfully automated logistics bots buildings each other. Now if only I could get them to fly when taken out of a box by a grabber. Can they be loaded into a roboport via inserter?
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# ? Jun 7, 2014 19:32 |
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Dr. Arbitrary posted:Can they be loaded into a roboport via inserter?
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# ? Jun 7, 2014 19:41 |
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Dr. Arbitrary posted:Can they be loaded into a roboport via inserter? Yep, works great.
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# ? Jun 7, 2014 20:33 |
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So I came back to my game dead. Defenses must have failed and the bugs got me at the center of my pollution kingdom. Last save was about 8 hours ago. I went back in time to change the future... To declare war on the bugs. With hilarious under-powered laser tower spam. God help me.
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# ? Jun 7, 2014 20:42 |
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Dr. Arbitrary posted:Can they be loaded into a roboport via inserter? That was the first thing I did. Unfortunately, it looks like I have ~100 logibots homed to one roboport, which happens to be at one end of the base. A better question is, can I have a bunch of requester chests inserting into roboports, all requesting logibots? So to distributes my logibots across my empire?
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# ? Jun 7, 2014 23:31 |
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So long as all your requester chests are in the same logistics network it should work.
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# ? Jun 7, 2014 23:46 |
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I'm on my second playthrough and loving around with blueprints for the first time, and they're AMAZING. Late-game green circuits are basically the fastest thing you churn through, so I've put this: on a blueprint and am plonking one down wherever I find an iron and a copper deposit next to each other. It probably could do with a little bit of tweaking, and I need to work out what the number of miners for input should be, but it's in perfect equilibrium (the rightmost electric furnace, topmost copper wire maker, and rightmost chip maker don't operate constantly but they do operate), and all you need is a couple of raw material feeds with sufficient throughput. This fuckin' game. e: I wish there was a way to export blueprints and share them with others. Does anyone who knows about programming or who's had a hand in developing mods know if that would be possible? Breetai fucked around with this message at 07:18 on Jun 8, 2014 |
# ? Jun 8, 2014 07:15 |
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Okay I Don't Get Rail Signals. I have a home railway station, and 2 mining bases nearby. They're close enough that I can belt it, but gently caress it, I'm going Brojo it. Here's the eastern iron mine. It's online. Here is the northern copper/coal mine (I'm out of coal, but still have copper from elsewhere. The copper will be improved once I have this sorted out). The question is, where do I place my rail signals so that I can have one train in the northern loop, then a second train in the western loop?
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# ? Jun 8, 2014 07:51 |
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Phobophilia posted:Okay I Don't Get Rail Signals. I played a lot of Transport Tycoon, and the signals in this game are modeled in the same way. Basically, it partitions the span of tracks between signals as 'blocks'. If there is a train in the block, then the signal going into the block is red. If there is no train in the block, the signal is green. If you put one signal on one track (like at [B] below), it becomes a one-way track. If you also put a signal on the other side of the same track (like at [A] below), then it is a two-way track. Now let's get your trains rolling: So in this setup, each colored track is a 'block', and there are five blocks in the whole network. If you put down another train, you will need a similar signal setup out at your distant mining loops. But for now, you don't need signals out there. A train pulls into cyan block (1) to unload, turning the signal red behind it. A second train from the mines pulls into green block (3) and waits at the red signal leading into your unload loop. After the first train is done, it pulls into yellow block (2), and now block (1) is empty. The second train pulls into block (1), freeing up green block (3) for the first train to head back out to the mine. We have one-way blocks going through your unload loop, so that the trains unload facing the correct way at the station. There are two-way signals at (A) between blocks 3<->4 and 3<->5 to keep the pinch-point clear at block (3). If your Iron train is leaving block (2) into block (3), the Copper train will wait patiently in block (4) until Iron train leaves block (3). Unibrow fucked around with this message at 12:43 on Jun 8, 2014 |
# ? Jun 8, 2014 09:50 |
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Phobophilia posted:That was the first thing I did. When you place your roboports, there should be a yellow dotted line between them if they're less than a certain distance apart. Linked ports share bots, so even if all your robots are at one end of your base, a logistics request made at the other end should summon them if there's a continuous connection. Unibrow posted:NOTE: Railway stations are equipped with a signal, and your unload station should split cyan block (1) into two smaller blocks, but I forgot to color it that way. I... don't think that's right, otherwise you wouldn't need to have signal B, surely?
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# ? Jun 8, 2014 10:48 |
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Unibrow posted:I played a lot of Transport Tycoon, and the signals in this game are modeled in the same way. Basically, it partitions the span of tracks between signals as 'blocks'. If there is a train in the block, then the signal going into the block is red. If there is no train in the block, the signal is green. If you put one signal on one track (like at [B] below), it becomes a one-way track. If you also put a signal on the other side of the same track (like at [A] below), then it is a two-way track. Haha, yes it works perfectly!
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# ? Jun 8, 2014 11:33 |
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Renaissance Robot posted:I... don't think that's right, otherwise you wouldn't need to have signal B, surely? You would be right, but it turns out I was wrong. I just tested to make sure, and railway stations do not act as signals as I had assumed. If they did, then signal B would have indeed been redundant. There isn't really any harm in redundant signals, though, as long as they are on one-way track. In Transport Tycoon, you can place redundant signals along stretches of one-way track; that way if there's a slow train, then if a fast train comes up behind it, it will always be one signal behind the slow train. Otherwise, the fast train would have to wait at the very beginning of the long track until the slow train cleared it completely. This doesn't work with two-way signals along a two-way track, though; the trains will clear the signals up until one where they meet nose to nose, shutting down the track until you fix it. This is where sidings come into play.
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# ? Jun 8, 2014 13:01 |
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Does anyone know when they will put the full version on the website? They said sunday but today is sunday. Timezones I guess. I can download the experimental patch ingame, but it throws me an error "Error <file> Unexpected file contents". Running on linux.
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# ? Jun 8, 2014 16:14 |
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Alright: Back in time successful! Reinforced all the walls to triple thick, 2-thick of laser towers. I have 1.7k laser towers on the perimeter. Biters cannot even reach the walls now. I am auto-making landmines now, which I have 4 full chests of. Time to deploy, need to start making rockets. Daytime power production is nearly 90MW with steam and solar. Night time is about 44MW. 4.5GJ of storage cap. Biter attacks are occurring far more frequently. I looked at the 10 hour and then the 50 hour measure on power, and the spikes in laser tower consumption just started getting closer and closer and bigger each time. Edit: oh, and apparently my factory finished making 32 x 48 logi robutts.
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# ? Jun 8, 2014 16:38 |
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Rhonyn Peacemaker posted:Edit: oh, and apparently my factory finished making 32 x 48 logi robutts. If you deploy them all them once I am sure something lovely will happen.
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# ? Jun 8, 2014 16:42 |
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I'll just plop down this lab here and- ... really I should've seen it coming
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# ? Jun 8, 2014 16:55 |
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I had a Bitcoin trainstop once, I thought about changing it, but it was the copper ore station and somehow more appropriate than SPOON 1982 or some other ridiculous name... Can't wait to rename them!
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# ? Jun 8, 2014 21:15 |
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# ? May 13, 2024 09:14 |
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Alright, here is my my operation. This is the entire area. I haven't found a reason to use anything other than fast inserters and express belts so far.
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# ? Jun 8, 2014 21:26 |