Search found 256 matches
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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?
- 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.
- 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...
- 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...
- 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:
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...