Mostly railroad stations.
Search found 354 matches
- Fri Jan 17, 2020 7:10 am
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 20196
- Thu Jan 16, 2020 3:01 pm
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 20196
Re: Niggles and nitpicking - player preferences
No beacons and nearly no modules. I think they break the game. Belts and insertest most suitable instead of fastest available. No solar. Stack inserters only for chest-chest, never for belt. Never use "underground belt trick". I hate it, we need lane-balancer. Logistic bots only for train...
- Wed Jan 15, 2020 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Early Game Techtree rework
- Replies: 7
- Views: 1829
- Wed Jan 15, 2020 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Sulfuric Acid in Oil Processing
- Replies: 0
- Views: 546
Sulfuric Acid in Oil Processing
Hello, Oil Processing is very complex part of early-game, but easy part of late-game. Coal Liquefaction is a greate tech, but we definitely can use more of this, especially within already implemented components. I've read that IRL Sulfuric Acid might be used to refine some Oil fractions. I'm not goo...
- Wed Jan 15, 2020 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Basic Oil Processing to Chemical Plant
- Replies: 1
- Views: 657
Basic Oil Processing to Chemical Plant
Hello, Currently "Oil Processing" tech unlocks 3 buildings : Pumpjack, Oil Refinery and Chemical Plant. Also it is the first time player have to use Storage Tanks, Pumps and complex pipe setups. It's a lot. Simplification of "Basic Oil Processing" recipe is a very good step, but ...
- Wed Jan 15, 2020 12:44 pm
- Forum: Ideas and Suggestions
- Topic: construction times
- Replies: 6
- Views: 1607
Re: construction times
I think it is one of the biggest misunderstanding remaining in the game at the moment. This 5s actually is "5 work units", not "5 seconds". And assembler1 performs 0.5 "work units per second".
- Wed Jan 15, 2020 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Early Game Techtree rework
- Replies: 7
- Views: 1829
Re: Early Game Techtree rework
I already suggested this "from the ground" mode and some kind person even made "handcraft tech" mod by my request.BlueTemplar wrote: βTue Jan 14, 2020 12:06 amHmm, I'm surprised that no-one has made an "handcraft tech" mod yet ?
- Wed May 01, 2019 1:16 pm
- Forum: Energy Production
- Topic: Tileable exchanger setup for 2xN reactor
- Replies: 8
- Views: 4092
Re: Tileable exchanger setup for 2xN reactor
Have you tried overlapping the blueprint when you tile it horizontally? I have a hunch that you could shave off a column or two of heat pipe between exchanger columns without stifling the heat flow (though it would mess with the alignment with the reactors). Yes, here is too many heat pipes, but I ...
- Sun Apr 28, 2019 10:00 pm
- Forum: General discussion
- Topic: Whatever happened to the new fluid system?
- Replies: 5
- Views: 1965
Re: Whatever happened to the new fluid system?
New fluid system still not implemented.
- Sat Apr 27, 2019 12:27 pm
- Forum: General discussion
- Topic: Chest type for assembler output. What do you use and why?
- Replies: 24
- Views: 8137
- Fri Apr 26, 2019 6:06 am
- Forum: Show your Creations
- Topic: My first Factory
- Replies: 6
- Views: 3158
Re: My first Factory
[Moderated by Koub] This subforum is appropriate for such posts, please don't be offensive.
- Wed Apr 24, 2019 10:44 pm
- Forum: Not a bug
- Topic: [0.17.32] Coal liquefaction underproduces heavy oil
- Replies: 10
- Views: 3246
Re: Coal liquefaction underproduces heavy oil
66.6 * (90-25) * 1.3 = 5627.7 ~ 5.6k
I assume 25 of 90 resulting heavy oil is treated as catalyst and isn't affected by productivity bonus.
I assume 25 of 90 resulting heavy oil is treated as catalyst and isn't affected by productivity bonus.
- Wed Apr 24, 2019 7:38 pm
- Forum: Energy Production
- Topic: Tileable exchanger setup for 2xN reactor
- Replies: 8
- Views: 4092
Re: Tileable exchanger setup for 2xN reactor
It's not a 160MW/reactor since reactor on sides have less bonuses : - 160MW for each in the middle and 120MW for each on sides, so 2.4GW not 2.560GW (check by yourself in-game : 200% on sides, 300% on middle ones) - Turbines are easier indeed ;) - Heat pipes are still too numerous, you can do bette...
- Wed Apr 24, 2019 6:28 pm
- Forum: Energy Production
- Topic: Tileable exchanger setup for 2xN reactor
- Replies: 8
- Views: 4092
Re: Tileable exchanger setup for 2xN reactor
It's not tileable at all since you don't include 2 parameters : If you add 4 reactors, the gain from proximity is not taken in account, so you lost many energy You didn't add Turbines which in an 8 core scenario would need around 194 Turbines for 112 Heat exchanger Plus, you use to many lost copper...
- Wed Apr 24, 2019 5:53 pm
- Forum: Energy Production
- Topic: Tileable exchanger setup for 2xN reactor
- Replies: 8
- Views: 4092
Tileable exchanger setup for 2xN reactor
I hope I finally did it : precise, compact, tileable steam exchanger setup for big 2xN nuclear power plant. Here how it looks : 2019-04-24.png Blueprint contains 16 exchangers - exactly for 1 full adjacency reactor. Blueprint is exactly 20 tiles width - 4 reactors. So it must be repeated 4 times ver...
- Wed Apr 24, 2019 2:12 pm
- Forum: Gameplay Help
- Topic: 1 week playing need advice - screen shot included
- Replies: 5
- Views: 1497
Re: 1 week playing need advice - screen shot included
Steam is great to launch first rocket. After that uranium is preferable. You are always free to place some solar panels if you like, but it is not mandatory. Make sure that entire iron patch is covered with miners, and all ore is smelted without bottleneck. If yes, found mining outpost - it is alwa...
- Wed Apr 24, 2019 6:32 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27727
Re: Version 0.17.32
I'd say, two pumps connected to one segment must split 50/50, but you know, building order...BlueTemplar wrote: βWed Apr 24, 2019 5:27 amYeah, shouldn't we be able to equally split using a tank, two pumps, and a two-states timer ?
- Tue Apr 23, 2019 9:35 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27727
Re: Version 0.17.32
In my opinion it is not only correct assumption that they should behave identically. They should behave predictably. Practically all machines are individuals. Manufacturers give certain acceptable range for performance and other properties. Of course most virtual worlds behave more perfect way, but...
- Tue Apr 23, 2019 9:18 am
- Forum: Gameplay Help
- Topic: Train stacker not working
- Replies: 8
- Views: 2304
Re: Train stacker not working
No-no-no, put 1 chain signal on overall entrance, before the fork. Where second loko of red-science train stands.
- Tue Apr 23, 2019 9:05 am
- Forum: Gameplay Help
- Topic: Train stacker not working
- Replies: 8
- Views: 2304
Re: Train stacker not working
Try to place chain signal on the entrance.
P.S. And let me know if it helps.
P.S. And let me know if it helps.