Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Your only real option is to use stack inserters, as they load 12 mags in one swing on maximum research level. As far as I know, stack inserters will trigger at the same fill level the normal ones do, so they will generally load more into the turrets.
You may also try to use two inserters in parallel. If that doesn’t help, it may work if you synchronize them using a circuit network. If both activate at the same tick, both inserters should activate and move items, thus increasing the throughput and maximum load level.
In fact, the more you store per turret, the more time it takes before the further turrets get their hands on anything, so the problem is just replaced by a different one.
Circuit logic can't force inserters to insert past the "limit", it's the same for assembling machines or furnaces for example.
Here is my belt fed
https://imgur.com/a/uU7knXJ
But they only load 10 magazines at most. Ill play around with some logistics and see if I can somehow force it to stack more than 10(they hold 200 if you do it manually)
The solution to your problem is to increase your ammo production. And then fill both sides of your belt with ammo. In this way your turrets can fire non-stop and grab as much ammo as they need.
- flag the turrets for deconstruction
- unflag them again
- rinse and repeat
That will cause the inserters to grab however much ammo they can from the belt and hover it over the flagged turret (as they're waiting for it to be deconstructed)
However, if you then unflag the turret, the inserters will just drop whatever they have into the turret, surpassing the default "limit" of 10 ammo.
It still requires a lot of manual Inputs to fill them to 200 but at least you could do that for all your turrets at once without needing to move your Charakter.
Mods deactivate the achievements. I do have alot of mods, but running vanilla atm.
Ill have to try that, thanks
That isnt the problem, and I just set it up, its now red belt and filled, the issue is on wave defense, where you can upgrade firing speed, it fires though 10 magazines in quite literally 1 second. Pewpew, all 10 are gone. It fires faster than I can fill, even with a full belt.
More importantly since you are not locked to low tier items quickly expanding to grab uranium and oil will make your life a whole lot easier.
Uranium rounds do quite a bit of damage and flamethrower turrets are an incredibly important aspect of defending your base.
If you can also set some dragon teeth enemies will hardly ever do anything to your walls and turrets.
Of course it's easier said than done in a scenario where enemies attack quite a bit like that but you really don't want to stick to normal bullets because you are going to be out-gunned quite quickly.
You "only" need 5 copper and 1 steel to upgrade your normal bullets to do an extra 60% base damage.
It might not seem worth it since it ends up costing twice as much as the normal ammo but starting with medium bitters they have both a direct and a percentage damage reduction from "physical" that those bullets do, which means that higher base damage ends up being quite a bit better.
yeah the reason I am doing the wave defense is I am a bit of a turtle style player in rts games, so being forced to "move" or risk being over ran is really fun and exhilarating