Search found 596 matches

by astroshak
Thu Aug 03, 2023 9:45 pm
Forum: General discussion
Topic: Rebuild or Restart?
Replies: 11
Views: 3057

Re: Rebuild or Restart?

Use the existing base to make parts for a new base elsewhere, built ā€œbetterā€. THEN tear down the initial base. Donā€™t tear down a factory without having its replacement already built. Or, if changing modsets, restart. I donā€™t usually restart unless Iā€™m changing the scenario up a bit, with adding diff...
by astroshak
Wed May 24, 2023 10:42 pm
Forum: Gameplay Help
Topic: Where do the default train station names come from?
Replies: 8
Views: 1508

Re: Where do the default train station names come from?

I could be wrong but I believe that the original kickstarter supporters got the right to submit one name each, and that list is used to make locomotives and train stops. At least we can rename train stops to something more practical but less artistic if desired.
by astroshak
Sun May 14, 2023 3:18 pm
Forum: Gameplay Help
Topic: Impossible to extract anything but coal
Replies: 4
Views: 1089

Re: Impossible to extract anything but coal

Electric Miners also output directly onto the tile indicated by the Alt-Mode ā€œarrowā€. The only inserters needed for burner miners is to input fuel. And thatā€™s assuming you arenā€™t daisy chaining burner miners on a coal patch (where one mines a coal and puts it into the next burner minerā€™s fuel invent...
by astroshak
Fri Apr 28, 2023 10:58 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 509064

Re: Simple Questions and Short Answers

Use of any mods precludes Steam from registering vanilla achievements. Note that some mods may add additional achievements. But these, being modded in, are kept track of elsewhere, not on Steam. There are a few achievements that get disabled if you make biters easier than normal (default). Since tur...
by astroshak
Sat Apr 22, 2023 11:35 pm
Forum: Gameplay Help
Topic: Aliens
Replies: 5
Views: 1253

Re: Aliens

Map generation settings are for when you are creating a game. Inside the game, you basically have two options : guile, and force. Ideally, you would use both. Both revolve around what makes biters attack : nests in the Pollution Cloud, absorbing pollution. Guile would be developing and using Efficie...
by astroshak
Mon Apr 10, 2023 10:05 am
Forum: Gameplay Help
Topic: Looping a lane back into the balancer?
Replies: 1
Views: 708

Re: Looping a lane back into the balancer?

Is the balancer you want to use Universal Throughput Unlimited? By that, does it take any number of belts of input and distribute them evenly among any number of belts of output? If yes, then just use the one balancer. If no, AND you need that particular functionality, then simply put two of the bal...
by astroshak
Tue Mar 28, 2023 3:01 pm
Forum: Gameplay Help
Topic: Unclear Nuclear
Replies: 6
Views: 1084

Re: Unclear Nuclear

48 heat exchangers needing 103.something water/second each takes a cumulative less than 5000 water/second. With two water supply pipes, you can feed 6000 water/second, but only if you have no more than two entities between each Pump. Typically these two entities are the paired Pipe-to-Ground pieces ...
by astroshak
Sun Mar 12, 2023 4:04 pm
Forum: Gameplay Help
Topic: Adapting generic circuit signals to a standard format (not even sure if this is possible)
Replies: 6
Views: 1097

Re: Adapting generic circuit signals to a standard format (not even sure if this is possible)

Iā€™m not following what you are doing here. Train comes in, ID gets read, and what are you trying to do, exactly? Not ā€œwhat are you doing with circuitryā€ but ā€œwhat are you trying to use circuitry to accomplish ā€œ?
by astroshak
Mon Feb 27, 2023 12:47 am
Forum: Gameplay Help
Topic: Box alarm
Replies: 3
Views: 846

Re: Box alarm

Yes; but how easy/complicated it is depends on the use of the box. You can connect an alarm to a box with a wire and set the alarm that way. A wooden box holds 1600 Yellow Belts, so you can set the alarm to sound when Yellow Belts >= or just = 1600. But what you cannot do (in vanilla) is set it so t...
by astroshak
Mon Feb 27, 2023 12:38 am
Forum: Gameplay Help
Topic: Why are the precent of my oil fields become less?
Replies: 4
Views: 1021

Re: Why are the precent of my oil fields become less?

When you place awoke pumpjacks, before you connect power to the oil field, connect them all together by logistics wire. Then connect that to a power pole, so you can read the signal. Then divide the signal value by 5. That represents the ā€œfloorā€ to which the fieldā€™s output will drop as you draw oil ...
by astroshak
Thu Feb 23, 2023 12:45 am
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2483

Re: Can Steam power be prioritized?

Most commonly, I set up a dedicated boiler or three, fed wood from the logistics network, and the steam engines are on their own separate power grid, and the only thing they power are a bunch of otherwise pointless radars. Radar are fairly high demand entities, that do not require a lot of material...
by astroshak
Thu Feb 16, 2023 5:31 pm
Forum: Gameplay Help
Topic: Assemblers and logistic chests
Replies: 2
Views: 773

Re: Assemblers and logistic chests

Generally speaking I prefer to use Passive Provider chests, with the output inserter controlling how much gets put into there based on logistics network contents. Exceptions are for things that are both ingredient, and infrastructure. Yellow belts, regular and fast inserters, etc. These get Buffer C...
by astroshak
Mon Feb 13, 2023 1:18 am
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2483

Re: Can Steam power be prioritized?

Thats one way to do it, but that requires manual action to repeat, rather than setting something up for automation, which is one of the main themes of this game. I like to use the Concreep mod, which if the bot network is provided the stone bricks, concrete, or refined concrete, puts those tiles dow...
by astroshak
Sun Feb 12, 2023 9:58 pm
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2483

Re: Can Steam power be prioritized?

Yes and no. To get rid of excess wood, I do one of two things. Most commonly, I set up a dedicated boiler or three, fed wood from the logistics network, and the steam engines are on their own separate power grid, and the only thing they power are a bunch of otherwise pointless radars. Radar are fair...
by astroshak
Sat Feb 11, 2023 3:53 pm
Forum: Gameplay Help
Topic: Blueprint on the map
Replies: 4
Views: 908

Re: Blueprint on the map

You can plan for it, but you need to know the terrain to know whether the plan is valid. Do you really want to put a city block down in the middle of a large ocean? You must have ā€œactiveā€ radar coverage of a chunk to be able to do anything in that chunk. If you are not averse to mods, then the mod V...
by astroshak
Sat Feb 11, 2023 3:51 pm
Forum: Gameplay Help
Topic: need help with heat pipe layout, pls
Replies: 6
Views: 1984

Re: need help with heat pipe layout, pls

Unless I fat fingered something entering the numbers into my calculator, that setup should produce 10,600 MW (10.6 GW). Since each Heat Exchanger takes in 10 MW of heat, that means you need 1060 HEā€™s. With it looking like you are pumping water in from elsewhere (as opposed to landfilling in a small ...
by astroshak
Sun Feb 05, 2023 9:18 pm
Forum: Gameplay Help
Topic: Train Limit on Train Station not working
Replies: 7
Views: 1279

Re: Train Limit on Train Station not working

Could the train be trying to turn around? I don't know how two-directional trains are allowed to turn, can they drive into a station and reverse out as a way of "turning"? The pathfinder will occasionally do crazy things like route trains through other stations, very rarely (either due to...
by astroshak
Sun Feb 05, 2023 6:11 pm
Forum: Gameplay Help
Topic: Train Limit on Train Station not working
Replies: 7
Views: 1279

Re: Train Limit on Train Station not working

In the pic showing the deadlock, it appears the terminal stations are paired up. Between pairs you have Rail Signals on the main line. Changing those to Chain Signals would at least prevent a train from trying to pull in to block the train trying to leave. Beyond that, I have no suggestions to offer...
by astroshak
Tue Jan 17, 2023 7:33 pm
Forum: Gameplay Help
Topic: Trains get stuck with "destination full" message
Replies: 15
Views: 3108

Re: Trains get stuck with "destination full" message

Train behavior changes when you use Train Stop Limits, compared to Enable/Disable. NEVER combine the two for the same trains. Itā€™s ok to use both in the same game, however, just not with the same trains. Enable/Disable is best with one train and one loading (or unloading) station that is always on (...
by astroshak
Sun Jan 15, 2023 5:29 am
Forum: Gameplay Help
Topic: Train, city block signal help
Replies: 5
Views: 1696

Re: Train, city block signal help

Perhaps not strictly necessary, but that entry Chain Signal keeps trains from entering if their desired route is somehow blocked (usually by another train passing through). The Chain Signals in that intersection after that first split serve the same function - not letting the train block anything bu...

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