Search found 256 matches

by iceman_1212
Wed May 24, 2017 3:35 am
Forum: Balancing
Topic: Odd sulfuric acid ratios for processing units and batteries
Replies: 8
Views: 5460

Re: Odd sulfuric acid ratios for processing units and batteries

In my experience the challenge associated with sulfuric acid lies not in the logistics of transporting it to where it needs to be but, rather, in (1) creating compact builds for items which use sulfuric acid, namely, processing units which benefit greatly from productivity modules + speed beacons an...
by iceman_1212
Tue May 23, 2017 10:54 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: [0.15] My first Marathon factory
Replies: 7
Views: 8353

Re: [0.15] My first Marathon factory

Thanks! I have 177 hours of game-time on that save using the "/time" command. The majority of the first 100 hours was spent at 60 UPS and the majority of the remainder was at 45+ UPS - it really only dropped to ~20 UPS once I had all science production going at the rate shown in my origina...
by iceman_1212
Tue May 23, 2017 7:57 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 14004

Re: Balance Barreling + Fluid Transport

I cannot even think of any megabase designs that would involve exploiting the "OP" nature of compressed blue belts of barrels... I think this is along the same lines as creating "super dense" belts by placing cars on belts. It has limited practical applications. I would love to s...
by iceman_1212
Tue May 23, 2017 6:44 am
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 14004

Re: Balance Barreling + Fluid Transport

I think barrels are not in need of a nerf. There are factors to consider other than space-efficiency. Let us do a like-for-like cost comparison of the two systems. I set up a test world with two setups to compare barrels vs. fluid wagons. In the first setup, a 2-4-2 train with fluid wagons delivers ...
by iceman_1212
Sun May 21, 2017 1:40 am
Forum: Gameplay Help
Topic: Can some one verify this for me, on Restart map
Replies: 2
Views: 903

Re: Can some one verify this for me, on Restart map

It does. In fact, even if you quit out of a game and then immediately go to start a new game, the settings are saved. It may not appear that way because "Default" will always get highlighted in the first tab in this situation, but if you go to the next tabs with ore size/frequency settings...
by iceman_1212
Sat May 20, 2017 10:50 pm
Forum: Gameplay Help
Topic: Watery woes: Looking for help on water throughput
Replies: 11
Views: 3698

Re: Watery woes: Looking for help on water throughput

If vanilla had a way to artificially create canals like we can do landfill it'd be a nonissue, you could just plan pumps somewhere as in your screenshot. That'd be my preferred solution but it's just... not possible at present. Also, heat propagation from the reactors becomes an issue. At 32 distan...
by iceman_1212
Sat May 20, 2017 2:58 am
Forum: General discussion
Topic: Difficulty curve and how to keep players till end game
Replies: 60
Views: 20733

Re: Difficulty curve and how to keep players till end game

Many people play with mods, which end up disabling Steam achievements. Not sure how representative these figures are as a whole.
by iceman_1212
Sat May 20, 2017 12:19 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 392198

Re: [MOD 0.15.11+] Creative Mode 0.3.4 - Fix for 0.15.11

How are matter duplicators used? I tried a couple different arrangements of belts/inserters but couldn't find any configurations that did anything. I'm probably missing something obvious. Drop an item on the belt and watch it duplicates. :) It was designed to duplicate items inside chests, before t...
by iceman_1212
Fri May 19, 2017 7:32 pm
Forum: Energy Production
Topic: 17x2 Reactor 5.2GW with Powerthottle.
Replies: 8
Views: 4204

Re: 17x2 Reactor 5.2GW with Powerthottle.

Interesting, how much energy is retained by your heat pipe setup?
by iceman_1212
Fri May 19, 2017 5:56 pm
Forum: Gameplay Help
Topic: Circuits for Supply and Construction Trains
Replies: 5
Views: 2947

Re: Circuits for Supply and Construction Trains

Not possible AFAIK for construction network. I would also love this feature. Logistic network does report negative values but I don't think it shows a persistent negative value if something is out of stock.
by iceman_1212
Fri May 19, 2017 5:53 pm
Forum: Show your Creations
Topic: How can I improve this refinery?
Replies: 12
Views: 5417

Re: How can I improve this refinery?

Yeah, I have never "run out" of any resource. More important to me is time/pain of setup and I prefer placing a blueprint of mining drills on a coal patch than I do laying down the piping for new pumpjacks. The patches in vanilla can also get quite rich - a 40m patch of coal will last a wh...
by iceman_1212
Fri May 19, 2017 3:07 pm
Forum: Railway Setups
Topic: Unload four packed red belts from one cargo wagon, tileable
Replies: 8
Views: 7178

Re: Unload four packed red belts from one cargo wagon, tileable

I am still coming to terms with the new longer underground belts. But here's a new way to use blues for unloading Are those three blue belts compressed/saturated? I didn't think twelve stack inserters could keep up. Also, your bottom chests are going to all empty faster than your tops, I think. The...
by iceman_1212
Fri May 19, 2017 2:40 pm
Forum: Railway Setups
Topic: Unload four packed red belts from one cargo wagon, tileable
Replies: 8
Views: 7178

Re: Unload four packed red belts from one cargo wagon, tileable

I am still coming to terms with the new longer underground belts. But here's a new way to use blues for unloading:

Image
by iceman_1212
Fri May 19, 2017 3:35 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 392198

Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12

How are matter duplicators used? I tried a couple different arrangements of belts/inserters but couldn't find any configurations that did anything. I'm probably missing something obvious.
by iceman_1212
Fri May 19, 2017 2:18 am
Forum: Gameplay Help
Topic: 1 red underground costs 40 gear wheels
Replies: 17
Views: 6578

Re: 1 red underground costs 40 gear wheels

I thought it was just forbidden for anything that you place on the map, because of the whole "You can't build half an inserter" thing. Not that its hardcoded or anything, but that was the impression I got. I mean, otherwise why can we use it in the rocket? Not sure what you mean. We can't...
by iceman_1212
Thu May 18, 2017 10:09 pm
Forum: Railway Setups
Topic: Chunk-aligned modular railway system
Replies: 17
Views: 36543

Re: Chunk-aligned modular railway system

also, these three signals can be rail signals, in case folks are still using this version of the intersection. just need to leave sufficient space until the following rail signal. Your signals are in the wrong order. Your chains should be regular and your regular should be chains except for those c...
by iceman_1212
Thu May 18, 2017 9:24 pm
Forum: Gameplay Help
Topic: 1 red underground costs 40 gear wheels
Replies: 17
Views: 6578

Re: 1 red underground costs 40 gear wheels

Many items are 0.5s to benefit hand crafting. If you make it 3+ seconds each then that makes better sense for automation, but would be really annoying for hand crafting. While this game is about automation on the whole, you will still often need/want to craft items by hand on occasion and certain o...
by iceman_1212
Thu May 18, 2017 9:16 pm
Forum: Energy Production
Topic: 0.15.11 extendable downscaling nuke plant
Replies: 5
Views: 6428

Re: 0.15.11 extendable downscaling nuke plant

I like this configuration of heat pipes/heat exchangers very much; also, the conservative pipe budgeting for water/steam is usually a good idea in practice. I suspect that folks will likely use their own preferred setups for the central controller, depending on whether they want it to be belt-based ...
by iceman_1212
Thu May 18, 2017 8:25 pm
Forum: Energy Production
Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
Replies: 147
Views: 108782

Re: The perfect OCD compliant power plant! Now 0.15.11 safe

Here's a setup for a belt system that (1) ensures zero waste, (2) inserts only one fuel cell at a time and (3) checks that all reactors have fuel available before inserting. It basically just checks the belt-tiles that the input inserters are picking up from and makes sure that they are full (for si...
by iceman_1212
Thu May 18, 2017 6:07 pm
Forum: Energy Production
Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
Replies: 147
Views: 108782

Re: The perfect OCD compliant power plant! Now 0.15.11 safe

Here is how I have the combinators setup atm - you might be able to simplify further. Regarding the power connections. Shift-clicking on a power pole once disconnects all copper wires (which can be readded in specific spots using the copper wire from the crafting menu). Also, the only part of the n...

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