Search found 114 matches
- Mon May 15, 2017 12:31 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 108884
Re: Perfect reactor design? Completely controlled by combinators
The green wire is connected to the input AND output of "when O > 0 then input count Everything". Sorry, but it doesnt seem to be like that in the blueprint. http://i.imgur.com/BGaJUdz.png The green wire is connected to the inputs of the two combinators, not to the input and output of one ...
- Sun May 14, 2017 8:12 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 108884
Re: Perfect reactor design? Completely controlled by combinators
ok, some off topic questions: where did you get all of that combinator knowledge and which program did you use to edit that picture?Distelzombie wrote:Here. I highlighted stuff a little bit
- Sun May 14, 2017 8:07 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 108884
Re: Perfect reactor design? Completely controlled by combinators
Why are "when O > 0 then input count Everything"s and "when O < 2 then input count everything"s inputs connected to a green wire that isnt connected to anything else?
- Sun May 14, 2017 7:14 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 108884
Re: Perfect reactor design? Completely controlled by combinators
ok, at least I understand that part then
- Sun May 14, 2017 6:32 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 108884
Re: Perfect reactor design? Completely controlled by combinators
I looked at the combinators again, but technically, the combinator "when A under 1 then A" should turn off in the same tick as "when F and S then A" turns on. That would mean that "when A over 1 the N" shouldnt turn on at all.
- Sun May 14, 2017 5:48 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 108884
Re: Perfect reactor design? Completely controlled by combinators
Awesome setup, but wouldnt the inserters put more than 1 fuel into a reactor in the time where bots take the empty cells out of the active providers?
- Sun May 14, 2017 12:30 pm
- Forum: Energy Production
- Topic: another nuclear setup - 8 reactors
- Replies: 7
- Views: 3989
Re: another nuclear setup - 8 reactors
... I build a graph showing consumption of items from a belt over 60s, including a three digit display, showing consumption per second, that I build from scratch totally by myself ... but this nuclear stuff is really complicated! WTH! It is insane! The one with the belt sounds very complicated alre...
- Sun May 14, 2017 11:41 am
- Forum: Energy Production
- Topic: another nuclear setup - 8 reactors
- Replies: 7
- Views: 3989
Re: another nuclear setup - 8 reactors
I think I know how to do a timer but I dont know what a memery cell is. Thanks for building the setup
- Sun May 14, 2017 9:46 am
- Forum: Energy Production
- Topic: another nuclear setup - 8 reactors
- Replies: 7
- Views: 3989
Re: another nuclear setup - 8 reactors
I think Im not good enough with combinators to do that . Could you post a blueprint string or a picture of how I could do that?
- Sat May 13, 2017 2:42 pm
- Forum: Energy Production
- Topic: another nuclear setup - 8 reactors
- Replies: 7
- Views: 3989
another nuclear setup - 8 reactors
The setup should produce over 1.1 GW, 8 reactors to 112 heat exchangers to 196 stream turbines. Note that you shouldn't make the water pipes too long, according to this post . the fuel inserters are circuit controlled because reactors use up fuel even when theres enough heat already. Pictures of the...
- Sat May 13, 2017 1:53 pm
- Forum: Energy Production
- Topic: Nuclear plant blueprint (8 cores)
- Replies: 5
- Views: 19144
Re: Nuclear plant blueprint (8 cores)
You should mabe setup steam tanks and control the inserters with the amount of steam. Another method (which isnt as good but doesnt require changing up things that much) is using an accumulatorm to see if there is enough power.
- Sat May 13, 2017 9:59 am
- Forum: Energy Production
- Topic: Nuclear plant blueprint (8 cores)
- Replies: 5
- Views: 19144
Re: Nuclear plant blueprint (8 cores)
That looks awesome! You should circuit control the fuel inserters though I think, because reactors use up fuel even when they dont need to produce more heat
- Fri May 12, 2017 1:27 pm
- Forum: Energy Production
- Topic: [0.15] OCD-friendly solar array, 0.932 ratio
- Replies: 14
- Views: 18027
Re: [0.15] OCD-friendly solar array, 0.932 ratio
Looks good! awesome idea with the extra accumulators
- Thu May 04, 2017 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Inserter max Stack size output
- Replies: 11
- Views: 2263
Inserter max Stack size output
just a very small suggestion: It would be cool to have inserters be able to output their max stack size (and/or their current set stack size with the new 0.15 feature)
- Sun Apr 23, 2017 8:45 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 143937
Re: Friday Facts #187 - Space science & 0.15 graphics
Those changes are awesome! Im so excited but I miss one thing: flippable blueprints
- Fri Apr 21, 2017 5:26 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 143937
Re: Friday Facts #187 - Space science & 0.15 graphics
Yay, so the experimental version will come out on tuesday?
- Sun Mar 19, 2017 9:57 pm
- Forum: Gameplay Help
- Topic: Killing BIG Nests
- Replies: 16
- Views: 23459
Re: Killing BIG Nests
If you have a power armor, put energy shields mk1 or better mk2 in it and get yourself a flame thrower. and then KILL THEM WITH FIRE
- Sun Mar 19, 2017 9:37 pm
- Forum: Gameplay Help
- Topic: Why are there so many ores?
- Replies: 5
- Views: 1524
Re: Why are there so many ores?
You should check outside of the starting area. I Think that your starting area was so big it coverd the whole visible map so all the ore that you see is in the starting area and if so, it is perfectly logical to me... I think there is some magic involved in making sure you get at least one or two p...
- Sun Mar 19, 2017 5:25 pm
- Forum: Gameplay Help
- Topic: Why are there so many ores?
- Replies: 5
- Views: 1524
Why are there so many ores?
I usually set the world generation settings to a very big starting area and erevy ore to very low frequency, very big size and very high saturation because I want big ore patches that are far away from each other. But I always get a world like this: http://i.imgur.com/CObmHAf.png This is not really ...
- Sat Mar 11, 2017 1:25 pm
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 38639
Re: Friday Facts #181 - Calm before the storm
PerfectKlonan wrote:It will be an in-game option in the graphics settingsProxy wrote:I wonder if that Little Tint in the Chemical Plant is Editable.
I assume it is, for Modding.
Also, maybe i missed it, but the is the HD Version gonna be a Seperate Version, or is there just a Option for it in-game?