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Had a big worm protecting about five biter spawns in my sandbox game. They were becoming an issue because my pollution was triggering them about every five minutes. I could walk turrets in to clear three of the spawns but the last two were just underneath the worm. I couldn't keep empty turrets up before they were nearly dead by the swarm and the homing shot. I figured I'd try some advice in this thread: take a car, load up a flamethrower, roll down the window and burn the place to the ground. In a short five seconds I burned the swarm then accidentally rammed the worm, killing it and the car.
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# ¿ May 12, 2014 00:14 |
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# ¿ May 6, 2024 00:40 |
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Essentially you only have to read the top two bars and compare them. Is your production larger than your consumption? You're good! If it's not then you need to add more energy production or add efficiency modules.
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# ¿ May 12, 2014 01:44 |
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Basic tip for early spawner clearing (typically 1-4), use about 20/spawner armour piercing rounds instead of the normal kind. The normal kind is good only for protection and helping out your defensive towers/walls. Clear the initial pool of biters from the area, approach a spawner and hose it down. Keep your cursor pointed in the general direction but closer to you so that biters that spawn will get targeted and shot down automatically. This will work up until medium biters start spawning more than one in a pool. You can clear small worms similarly and edge out spawners that are far enough away from the bigger worms so you can hit them without getting shot in turn. Get steel armour for essentially infinite protection against the small biters.
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# ¿ May 14, 2014 01:12 |
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Medium and Large Biters have damage reduction to physical of 4 and 8 respectively, so your AP rounds are going to be doing 1 and 1/5 per shot. They have no resistance towards lasers so they'll be taking the full 5 damage. Even with laser turrets reduced shooting speed it will do more DPS to those two enemies.
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# ¿ May 14, 2014 13:58 |
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EvilMike posted:Is there any reason to actually do this? Using an imported phrase from Minecraft: Because You Can
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# ¿ May 20, 2014 19:52 |
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Shoot it up with your weapon of choice. Hover over a potential target (trees, in this case) and hold down C. In the case of shotguns and flamethrowers, just press space. They aren't too concerned about having targets.
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# ¿ May 21, 2014 17:25 |
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It can also be cracked into petroleum if you have got to blue science.
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# ¿ May 22, 2014 20:26 |
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Grey Elephants posted:I have a chemical plant hooked up to a light oil pipeline and a heavy oil pipeline. The plant is set to produce flamethrower fuel, but none of the oil is going in. Am I missing something? Hit alt and see if the pipelines are aligned with the correct inputs. Otherwise what Platystemon said.
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# ¿ May 22, 2014 23:03 |
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Drevoak posted:Is there a mod that modifies power priority? So that electricity will be drawn from solar then accumulators and then finally steam engines? I know you can make a contraption to kind of do it but it seems like you'll have to tweak it every time you change your power flow. The contraption doesn't have to be tweaked so long as you aren't encroaching on it with either your boilers or your solars. You just need the one accumulator be the connection to the contraption; it gains/loses stored power at the same rate as the rest of your accumulators.
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# ¿ May 23, 2014 17:34 |
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Accumulators basically take whatever extra power there is in your network to charge themselves up to their maximum and then release it when power is required. This means if you can sustain nights only through your steam engines, they're never going to discharge. If you want your accumulators run dry first you're going to have to jury-rig something up.
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# ¿ May 29, 2014 14:23 |
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If only you could have your automated lasers target trees around you it would be the best "gently caress THE PLANET" armour ever.
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# ¿ May 30, 2014 13:28 |
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It's a combination of both the pollution and time, but the former is a stronger increment. You can take down small bases that do not have worms with an SMG and armour piercing bullets early on but once there are more than one or two medium biters you aren't going to chew through their armour and HP fast enough to kill them easily.
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# ¿ May 31, 2014 05:25 |
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Biters target the bots first when going on rampages. If that wasn't it then your bots have problems finding refueling stations before running out.
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# ¿ Jun 2, 2014 16:57 |
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Why aren't you cracking your light oil into petroleum and using your heavy oil for making lubricant and MAXIMUM conveyor belts?
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# ¿ Jun 5, 2014 19:08 |
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Then incredibly you can take it one step further and have a dedicated smelting operation somewhere outputting to your bus which is fed by an increasingly complex train line running to your mining operations!
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# ¿ Jul 8, 2014 12:35 |
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It's neat to see the various stages people go through when playing this game. You can tell who just started to the guys that have a good grasp of the basics to the fellows who have a map of how their factory is going to look the moment they step foot down on the ground. As people get more experienced the more decentralized everything gets.
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# ¿ Jul 9, 2014 14:27 |
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Guiding biters to your turrets is boring and should only be done before you get capsules rolling out regularly. That's typically between medium biters being common and big biters showing up. Once you've got capsules the combination of slowdown and poison will let you kite groups in a never ending circle inside the death cloud. Slowdown also lets you some safety in gunning down the nests from the horde but you'd be better off getting Distractor tech and tossing one or two on each nest (after you clear out the worms, of course). If they're positioned correctly newly spawned biters will try and fail to path to them until the nest is destroyed. They sit like lemons and it makes clearing out the base much easier. Then Destroyers are the way of clearing things out.
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# ¿ Jul 9, 2014 20:16 |
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Replicant points if you have logi-bots cart around all the resources necessary to create more logi-bots. It's not a bad research line to rush into, I find. It lets you move away from buses and belts every which way to an assembly depot near a storage depot for anything that doesn't need gobs of mass-production. And I think you don't have to dip into blue research to get that far either.
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# ¿ Jul 13, 2014 07:03 |
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ModeSix posted:Exactly this. How the hell do you guys control the car so well that you want it to go even faster? Toss poison capsules in the areas you're going to be driving your car? Still wouldn't want to go faster though.
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# ¿ Jul 14, 2014 12:42 |
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That would work so long as the road doesn't have intersections. Maybe have you hold a button down while driving to 'stick' to the road, left and right operate similarly to how trains do on choosing which track to take, let go to drive normally.
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# ¿ Jul 14, 2014 15:55 |
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That is a very nicely organized cracker setup. Scalable in all directions.
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# ¿ Jul 17, 2014 20:14 |
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Man, I'm envious of your position. My latest base doesn't have any other bodies of water in a huge radius around me.
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# ¿ Jul 24, 2014 16:57 |
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Okay, place an electrical pole but hold the mouse button down instead of just clicking. NOW RUN LIKE THE WIND. You will place poles down at max range where your cursor is from the previous pole!
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# ¿ Jul 29, 2014 16:05 |
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Use lots of space if you don't want a tangle of pipes. This is good advice for whenever you're just figuring out the different systems. Once you have a handle on things you can start being more space efficient.
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# ¿ Jul 30, 2014 01:04 |
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Fans posted:So it's probably a total mess but I feel proud of this anyway! That's one of the cleaner builds I've seen for that campaign mission. Good job.
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# ¿ Nov 29, 2014 00:29 |
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Not to mention it's one of the highest consumers of your power.
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# ¿ Dec 4, 2014 02:51 |
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If you did, you would really enjoy Infinifactory which is ALL about that sort of thing.
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# ¿ Feb 26, 2015 14:56 |
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Stay with vanilla for now.
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# ¿ May 5, 2015 13:06 |
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Gibbo posted:Don't be an idiot then? It's not a hard game to learn. I get frustrated and smash my Lego (restart) fairly frequently, particularly when I was first learning the game. gently caress you for calling that idiocy.
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# ¿ Jun 29, 2015 18:47 |
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kaxman posted:Blowing up huge sections of your base becomes pretty trivial once you get some roboports going. Correct and they're fantastic for fiddling with layouts but they're pretty far into the tech tree. EDIT: ^ Hm, seems my memory of them is misplaced.
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# ¿ Jun 29, 2015 19:18 |
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It's basically a long line where all resources are part of a trunk. If you need to produce an mid/end product you introduce a splitter and have it tunnel to one of the sides to an automated factory. Have it get processed then either dump the end product into a chest or add the mid product back into the bus so something further along can use it. It takes up a lot of space (have each line of the bus have two spaces in-between to make it really easy to split off lines) and does not guarantee the best throughput but it does make guarantee every factory attached to that bus will product something eventually.
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# ¿ Jun 29, 2015 20:24 |
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Efficient method is to drop them on a cargo container in-between the wire assemblers and the circuit assemblers (3 to 2 assembler ratio). You could do the same thing with chests but it doesn't balance as well.
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# ¿ Jul 1, 2015 00:26 |
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Nah, EvilReaver was more inclined towards speedrunning though I do remember him building a factory to automate rocket defenses at one point.
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# ¿ Jul 6, 2015 02:56 |
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Build more storage tanks, duh. But Kyrsmphoenix has it right, you'll want Advanced Oil Processing so that the only clogging is going to be the really useful petroleum gas, used in plastics and sulfur production.
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# ¿ Jul 21, 2015 21:42 |
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Logistic robots is a trade-off of bandwidth and parts vs belts. They take an incredible amount of different components to make whereas belts are, at it's core, just iron, gears and lubricant for the top tier. Additionally if you don't care how long a volume of things take to build then the robits are the way to go.
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# ¿ Jul 23, 2015 13:57 |
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Yes and no. They have their place in really dense factory setups (with lots of small quantities of unique items) but bulk work over long distances, where trains would shine, they are terribly inefficient. Here's a good breakdown of the strengths and weaknesses of each transport system.
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# ¿ Jul 23, 2015 18:09 |
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Means you aren't running enough trains! Constant engines flying around the tracks, daring you to cross without getting sideswiped.
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# ¿ Jul 23, 2015 19:49 |
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You need a 'trash' storage area for the times it gets overwhelmed so the belt doesn't get jammed. Once it eases off you could then reintroduce it back to the start using the circuit network to determine this and it can be properly sorted!
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# ¿ Jul 25, 2015 04:43 |
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RVT posted:I've thought about this a little, played with chest to increase the buffer amount, but if you get really clogged, I don't see a way to fix it except manually. Which is fine for me, because that's pretty much all I do. But if you have a "trash" system that'll actually automate it I'd love to hear it. Well if you ever get clogged you have three ways of fixing it without siphoning up the materials yourself: expanding the sorting array with more belts, expanding the unsorted storage array with more chests or expanding the buffer of the sorted material with more chests. The chests are easier on space since you only need a chest and two inserters for input and output. There's also the possibility of staggering your sorting inserters so that each 'vane' on your sorting array isn't dedicated to a single material. That way you aren't prone to having a glut of a single material block the operation entirely. The downside to this is it'll eat up more space because you'd need spots for tunnel belts and splitters. Circuit network is more to get fancy with using a timer and the input of the unsorted storage array to determine if it hasn't been used over such and such a period. If it does then it starts the output of the same to start dropping off material back into the sorting array. There's literally nothing preventing you from constantly feeding the unsorted stuff without such efforts; it's more of an aesthetic choice. Sage Grimm fucked around with this message at 15:35 on Jul 25, 2015 |
# ¿ Jul 25, 2015 15:32 |
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# ¿ May 6, 2024 00:40 |
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Shotgun is pretty good ammo-wise for taking down smaller concentrations of spawners. It balances out the machine gun which is great against biter waves but chews through ammo like they're made of candy.
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# ¿ Jul 26, 2015 19:59 |