Search found 256 matches

by iceman_1212
Thu May 04, 2017 7:01 am
Forum: Show your Creations
Topic: [0.15.9] all science +-120/min/color(bluebelt & prod3)
Replies: 22
Views: 20048

Re: all science

Any chance it would be possible to show the production tab while this setup is running? Achieving 1.5 science per second was fairly common in 0.14 science/starter bases (10/12/24 bases) but doing so in 0.15 will require considerably more infrastructure. P.S. Some of these belts will need to be upgra...
by iceman_1212
Thu May 04, 2017 6:50 am
Forum: General discussion
Topic: Fluids, Pipes and Pumps
Replies: 13
Views: 63758

Re: Fluids, Pipes and Pumps

Nice analysis - good to know for 0.15. 187 pipes-to-ground would reach over 2000 tiles, someone should calculate how many fluid wagons a train(and which fuel of course^^) would need to transport stuff over 2000 tiles at 1000fluid/sec :D 1000 fluid per second throughput is achieved if a train with 2 ...
by iceman_1212
Thu May 04, 2017 6:42 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 26048

Re: Testing science- and energyefficiency of chained science lab

I would also stick to the accumulator setup to test energy efficiency. Just as an FYI, in order to adjust science pack consumption to reflect impact of productivity modules, we only need to multiply by science pack consumption rate by (1 + productivity %) to have an apples-to-apples comparison with ...
by iceman_1212
Thu May 04, 2017 6:34 am
Forum: Gameplay Help
Topic: Modular armor, solar panels & personal roboport possible?
Replies: 5
Views: 5854

Re: Modular armor, solar panels & personal roboport possible?

It is possible, but not for extended projects, bot recharge will overwhelm the power requirements very quickly. I recommend 7 solar panels and 4 batteries. This leaves 3 2x2 slots usable - a basic shield, one roboport mk1 (20 bots) and nightvision is what I go with. Batteries will drain very quickl...
by iceman_1212
Thu May 04, 2017 6:27 am
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 204486

Re: Fluid mechanics

question. i have some weird problems with my plastic plants halting for gas every few seconds, even though there is a half filled storagetank in the system. I was assuming fluids worked like electric. IE just plug everything on the same buss in any order and it would work. How can i tell if its a p...
by iceman_1212
Thu May 04, 2017 6:18 am
Forum: Duplicates
Topic: [0.15.6] Construction bots from roboport stopped working
Replies: 4
Views: 1198

[0.15.6] Construction bots from roboport stopped working

It seems that construction bots in roboports no longer build things for me on my map. As shown below, there are miners and beacons available in the storage chests/passive providers, which are within range of the roboports yet the construction bots are not doing anything. They DO still deconstruct st...
by iceman_1212
Thu May 04, 2017 2:04 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 26048

Re: Testing science- and energyefficiency of chained science lab

@Distelzombie Are your setups running at 100% electricity satisfaction for the duration of the test (and then immediately falling to zero when energy runs out)? Or are there prolonged periods of operation of the test setups below 100% electricity satisfaction. Production rates of beacon-based setup...
by iceman_1212
Thu May 04, 2017 1:15 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: High Tech Science Pack (w/ beacons)
Replies: 9
Views: 9283

Re: High Tech Science Pack (w/ beacons)

I didn't try because it didn't seem like that would provide enough throughput for the copper cables: 30 copper cables needed every 14 seconds as per high tech science recipe, crafting speed of 5.5 --> actual consumption rate of ( 30 / 14 ) * 5.5 = 11.8 copper cables per second. Half a blue belt is 2...
by iceman_1212
Thu May 04, 2017 1:06 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 26048

Re: Testing science- and energyefficiency of chained science lab

@Medusalem Tried going up to 1k beaconed by my comp couldn't take it. Here are the relevant screenshots for 768 vs. 4608 (multiple of 6, similar to 25 vs. 150 from my previous post). http://i.imgur.com/ga5XGtD.png http://i.imgur.com/YBJ8Nea.png http://i.imgur.com/b7FZ1EE.png http://i.imgur.com/ft18g...
by iceman_1212
Wed May 03, 2017 11:38 pm
Forum: Resource Spawner Overhaul
Topic: Error while running event on chunk_generated
Replies: 5
Views: 2663

Re: Error while running event on chunk_generated

Sh*t! I totally did this and forgot to respond. Changing the value from 1e9 to 1e8 still resulted in the crash for me - this is using 0.14 and the corresponding RSO (i.e., from a month or so ago). Sorry for delay, orzelek
by iceman_1212
Wed May 03, 2017 11:30 pm
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 26048

Re: Testing science- and energyefficiency of chained science lab

@Distelzombie My bad, you did use productivity modules. I am indeed guilty of only reading the 3 bullets at the top of your post before jumping to the results section :oops: I ran some tests also - here are my results, using the in-game production/consumption page and power summary page. Running cre...
by iceman_1212
Wed May 03, 2017 8:58 pm
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 26048

Re: Testing efficiency of chained science labs

Beacons are generally not used without productivity modules. So need to compare a beaconed + productivity setup to an unbeaconed + productivity setup to do an apples-to-apples power usage comparison. The increased power cost compared to a setup without productivity modules is simply the premium that...
by iceman_1212
Wed May 03, 2017 7:25 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: High Tech Science Pack (w/ beacons)
Replies: 9
Views: 9283

High Tech Science Pack (w/ beacons)

All of the other science packs can be made in the traditional beacon layout by using the underground belt trick to separate output from input at the end of a line. High tech science packs are the only ones which require 4 inputs, 1 of which is copper cable which is required in high volume. Here is t...
by iceman_1212
Wed May 03, 2017 7:15 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Endless Linear Module Setup (for a bus)
Replies: 4
Views: 4135

Re: Endless Linear Module Setup (for a bus)

Nice setup. You can take out one or two speed modules from the assemblers for productivity 3 and efficiency 3 as it takes five of the tier 2 modules to make one tier 3 module. (Speed 3 takes only four tier 2 modules.)
by iceman_1212
Wed May 03, 2017 7:08 pm
Forum: Gameplay Help
Topic: Help with Trains
Replies: 5
Views: 2716

Re: Help with Trains

Very thorough comments from others on the signals. One thing to be mindful of: an advantage of RORO style trains/stations (as opposed to top-and-tail trains) is that one train can pull into a station at the same time as another one is exiting. Your current setup doesn't allow for this. The disadvant...
by iceman_1212
Wed May 03, 2017 8:46 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 26048

Re: Testing efficiency of chained science labs

the idea behind the speed beacons is to actually save on power, i.e., as compared to achieving the same science research speed using productivity moduled labs but without any speed boost.

you are right that it's not the cheapest setup. it's good value though given the cost and rate of research.
by iceman_1212
Wed May 03, 2017 7:48 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: .15 marathon green circuit
Replies: 8
Views: 14235

Re: .15 marathon green circuit

Given both (1) the ease of setting up large amounts of power with new boilers/engines in 0.15 and (2) the absurd rate of resource consumption per second, I chose to put 2x prod 1 in all assembler 2s that were making green circuit and gear assemblers (as well as copper cables). The prod mods were act...
by iceman_1212
Wed May 03, 2017 7:25 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 26048

Re: Testing efficiency of chained science labs

Here's a belt + inserter hybrid design that doesn't rely on either requester chests or sushi belts. Beacon coverage is only slightly less efficient than that of a sushi-belt.

Image
by iceman_1212
Wed May 03, 2017 1:09 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 26048

Re: Testing efficiency of chained science labs

it takes significantly less time if all lab speed upgrades are completed and if the setup is speed beaconed (with prod modules inside lab). ~20 seconds for a ~60 second research, by my casual observation.
by iceman_1212
Tue May 02, 2017 11:49 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 549372

Re: Let's see your clever builds

My non-electric steel smelting build of choice. 5 lanes iron for 1 lane coal. I put this together past the point where I carried yellow inserters (for inventory efficiency) - the blues are ofc not necessary.

Image

Go to advanced search