i get your point, a logistic network will be way more efficient, but i wanted some diversity aswell, it also trains me to use combinators,
also, after some thinking i though that such a system would be better than a logistic network on Aquilo due to the x5 electric usage of logistic robot, that's ...
Search found 20 matches
- Wed Apr 30, 2025 4:16 pm
- Forum: Gameplay Help
- Topic: help on Combinators
- Replies: 8
- Views: 561
- Wed Apr 30, 2025 10:58 am
- Forum: Gameplay Help
- Topic: help on Combinators
- Replies: 8
- Views: 561
Re: help on Combinators
yeh i know i can use logistic network but i wanted to challenge myself to do something else as a way to learn new mechanics.
thank you so much for the blueprint, i didn't realise how easy it was to make, my method was very bulky, but i guess it's because it was my first time really messing with ...
thank you so much for the blueprint, i didn't realise how easy it was to make, my method was very bulky, but i guess it's because it was my first time really messing with ...
- Tue Apr 29, 2025 10:33 pm
- Forum: Gameplay Help
- Topic: help on Combinators
- Replies: 8
- Views: 561
Re: help on Combinators
it is supposed to get a number into a memory cell and count down the number of item passing through the belt until the number is 0, basically it tell it to only allow a precise amount of item in the belt, but now it just keeps it open and doesn't count down anymore, i use this to feed my rocket silo ...
- Tue Apr 29, 2025 9:46 pm
- Forum: Gameplay Help
- Topic: help on Combinators
- Replies: 8
- Views: 561
help on Combinators
Hello, i'd like some help with Combinators, i made a contraption for my base and it was working fine a few weeks ago, but now it just breaks, if anyone could help me figure why and how to fix it i would gladly appriciate it, thanks.
here is the blueprint for the contraption :
0eNrtXX2S6rgRvwv ...
here is the blueprint for the contraption :
0eNrtXX2S6rgRvwv ...
- Mon Apr 07, 2025 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Gaz Planet and more gaz mechanic
- Replies: 0
- Views: 190
Gaz Planet and more gaz mechanic
TL;DR : The idea would be to implement more gaz substance as it rather lacks in the game, it would also add a gazeous planet to the star system as IRL star system generaly posses more gazeous planets than telluric planets and i thnk adding atleast 1 would benefit greatly.
WHAT : the idea i had ...
WHAT : the idea i had ...
- Sun Apr 06, 2025 8:09 pm
- Forum: Duplicates
- Topic: Visual Bug [2.0.43-3]
- Replies: 1
- Views: 126
Visual Bug [2.0.43-3]
hello, i've noticed a little visual bug while playing the game, when the belts are fully stacked the items appear to be behind the underground pipeline as you may seen with the provided pic, i though i would let the dev team know so that it can be worked on
- Tue Dec 24, 2024 4:49 pm
- Forum: Gameplay Help
- Topic: 176 to 176 belt balancer
- Replies: 12
- Views: 1269
Re: 176 to 176 belt balancer
here is one section of the giant 2mil factory, with component list since it's kinda hard to see when zoomed all the way out
- Tue Dec 24, 2024 4:37 pm
- Forum: Gameplay Help
- Topic: 176 to 176 belt balancer
- Replies: 12
- Views: 1269
Re: 176 to 176 belt balancer
i am using quality, for beacons, modules and assembler and foundery, also that setup was just for the fun of pushing the game to it's theoretical limit and solving the issues to make it viable, i find it fun to challenge myself in these ways. i don't think anyone would ever use this in a serious ...
- Tue Dec 24, 2024 12:09 am
- Forum: Gameplay Help
- Topic: 176 to 176 belt balancer
- Replies: 12
- Views: 1269
Re: 176 to 176 belt balancer
here, fixed the issue, seem my math was slightly off, took a slightly longer than 48 sec to fill a train, i'd say about 50 second
(sent a video of the unit working)
(sent a video of the unit working)
- Mon Dec 23, 2024 11:48 pm
- Forum: Gameplay Help
- Topic: 176 to 176 belt balancer
- Replies: 12
- Views: 1269
Re: 176 to 176 belt balancer
yes, sorry about the size, i'm actually loading from both sides with legendary stack inserter. 4 lanes are actually enough per unit, so here is how one of the unit is build, the total factory has 22 unit on each side, the issue is the size, 4 wagon is the max limit before having an issue with the ...
- Mon Dec 23, 2024 4:46 pm
- Forum: Gameplay Help
- Topic: 176 to 176 belt balancer
- Replies: 12
- Views: 1269
Re: 176 to 176 belt balancer
here is what i designed so far, but i'm having a lot of trouble with the exit, i need to make it atleast 2 rail wide, because if my math is correct i'm gonna need 44 trains every 48 second. wich is roughly 1 train per second, i'm sorry but idk if train network is doable
- Mon Dec 23, 2024 3:22 pm
- Forum: Gameplay Help
- Topic: 176 to 176 belt balancer
- Replies: 12
- Views: 1269
Re: 176 to 176 belt balancer
it would be a good idea as train network cost way less to build than this massive river of green belts, however the sheer amount of green circuit produced makes it impossible, i'd have to make a train go in the station, get filled up and leave the station, every 12,3 second for each units (using 1 ...
- Mon Dec 23, 2024 1:05 pm
- Forum: Gameplay Help
- Topic: 176 to 176 belt balancer
- Replies: 12
- Views: 1269
Re: 176 to 176 belt balancer
i might have found a cheaty way to do it, instead of doing a single number division, i did a multiple number division
first i splitted 176 into 24x2 and 128, then 64x2 and 24x2, then back to 24x2 and 128, then another 64x2 and 24x2 then back to 176. every lanes communicate with ever lanes, some ...
first i splitted 176 into 24x2 and 128, then 64x2 and 24x2, then back to 24x2 and 128, then another 64x2 and 24x2 then back to 176. every lanes communicate with ever lanes, some ...
- Mon Dec 23, 2024 12:03 pm
- Forum: Gameplay Help
- Topic: 176 to 176 belt balancer
- Replies: 12
- Views: 1269
176 to 176 belt balancer
i have a rather large build that spits about 2million green circuit per minute spread into 176 belts, and now i am having difficulties designing a belt balancer for this monstruosity, i'm trying a dividing approach of 8x22, but a 22 to 22 belt balance doesn't exist and i'm not good enought yet to ...
- Sun Dec 22, 2024 8:37 pm
- Forum: Not a bug
- Topic: [2.0.28] Rail signal fails to separate section
- Replies: 10
- Views: 1353
Re: [2.0.28] Rail signal fails to separate section
ah yes, indeed the collission is barely hitting the section and so it can't split it, i'll have to rethink the entire train network on this blueprint, thanks for responding to my post tho
- Sun Dec 22, 2024 8:34 pm
- Forum: Not a bug
- Topic: [2.0.28] Rail signal fails to separate section
- Replies: 10
- Views: 1353
Re: [2.0.28] Rail signal fails to separate section
thanks for the command
- Sun Dec 22, 2024 8:31 pm
- Forum: Not a bug
- Topic: [2.0.28] Rail signal fails to separate section
- Replies: 10
- Views: 1353
Re: [2.0.28] Rail signal fails to separate section
i still don't see why, unless the hitbox of the rail is slightly bigger than it's sprite ? visually the traffic light split the section before the other rail connect, is there a way to turn on hitbox view via comand ?
- Sun Dec 22, 2024 8:27 pm
- Forum: Not a bug
- Topic: [2.0.28] Rail signal fails to separate section
- Replies: 10
- Views: 1353
Re: [2.0.28] Rail signal fails to separate section
here is a video, might help visual it better
- Sun Dec 22, 2024 8:22 pm
- Forum: Not a bug
- Topic: [2.0.28] Rail signal fails to separate section
- Replies: 10
- Views: 1353
Re: [2.0.28] Rail signal fails to separate section
it is connected to it, has seen in picture 2 idk if he only connect if the other rail is gone or if there is someting else going on
- Sun Dec 22, 2024 5:45 pm
- Forum: Not a bug
- Topic: [2.0.28] Rail signal fails to separate section
- Replies: 10
- Views: 1353
[2.0.28] Rail signal fails to separate section
for some reason this traffic light refuses to seperate the section when this rail is in place, no matter what i try it won't seperate when the rail is placed, even tho the rail is seemingly not preventing it