Search found 116 matches
- Mon Feb 19, 2024 6:24 pm
- Forum: General discussion
- Topic: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers
- Replies: 18
- Views: 1778
Re: Looking for input on a Coal Power Plant and Steam Engines/Boilers
One thing that you see some speed runners do in some categories is start running boilers and steam engines on solid fuel from oil instead of coal. Or if you want to continue using coal for power, running it through coal liquefaction and converting the result to solid fuel also increases efficiency o...
- Mon Feb 12, 2024 7:22 am
- Forum: Mods
- Topic: SE: Flying so fast it hurts?
- Replies: 5
- Views: 777
Re: SE: Flying so fast it hurts?
Maybe there's another weapon that can cause damage, even if the Engineer is flying around at a high speed (I only use personal lasers)? Rockets, especially explosive rockets. The way the jetpack works removes the slow-down drawback of handheld weapons, and once you do that a rocket launcher with ex...
- Sun Feb 11, 2024 2:29 pm
- Forum: Mods
- Topic: SE: Flying so fast it hurts?
- Replies: 5
- Views: 777
Re: SE: Flying so fast it hurts?
It's a setting in the jetpack mod that damages shields while moving, proportional to speed. Before that and the "taking damage from biters makes the jetpack turn off" functionality you could become a hovering god that biters couldn't touch, massively trivializing all combat on foot. Person...
- Sun Feb 11, 2024 3:06 am
- Forum: Implemented Suggestions
- Topic: Rollback Netcode?
- Replies: 7
- Views: 830
Re: Rollback Netcode?
But vehicles interact with inserters, so they have issues using it. I'm not sure if it would be better to apply it to vehicles when they're more than a few chunks from inserters, because the jerk when you enter non-hiding range would be pretty severe. You can actually notice that jerk on foot when ...
- Thu Feb 01, 2024 9:15 am
- Forum: Gameplay Help
- Topic: Steam turbines issue
- Replies: 2
- Views: 381
Re: Steam turbines issue
This is probably going to be impossible to diagnose without pictures.
- Mon Jan 29, 2024 1:25 pm
- Forum: Balancing
- Topic: Blue Science Crafting Time
- Replies: 12
- Views: 2272
Re: Blue Science Crafting Time
Crafting time per science pack of Blue/Chemical Science packs are out of order compared to the rest. Red 5s Green 6s Grey 5s Blue 12s Purple 7s Yellow 7s Just cut the craft time in half to make it in-line with the rest. I'd like to push back on this idea. I think blue having a large crafting time i...
- Mon Jan 29, 2024 7:22 am
- Forum: Ideas and Suggestions
- Topic: Improve inserter circuit network counting control when picking up from belts
- Replies: 3
- Views: 385
Re: Improve inserter circuit network counting control when picking up from belts
Does it still do the same when you set the hand read mode to "hold"?
- Thu Jan 25, 2024 2:09 am
- Forum: Implemented in 2.0
- Topic: Feature request: Spidertron "trash anything without a logistics request"
- Replies: 4
- Views: 478
- Tue Jan 23, 2024 10:01 am
- Forum: Gameplay Help
- Topic: Can't create blast furnace
- Replies: 6
- Views: 798
Re: Can't create blast furnace
You can see from the attachments that to make blast furnace you need clay brick. to make clay brick you need Lime which can be done in a blast furnace and blast furnace require clay bricks to made.Screenshot 2024-01-23 at 03.32.23.pngScreenshot 2024-01-23 at 03.32.11.pngScreenshot 2024-01-23 at 03....
- Mon Jan 22, 2024 2:18 pm
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 2768
Re: Logic network long(ish) expressions
It can be done in 10. Try leveraging the fact that wires are a free addition as much as possible. I think you'll need 8 decider combinators for the threshold expressions. After that, though, you'll only need two deciders. For each threshold condition have them output 1 of a signal unique to its OR g...
- Sun Jan 21, 2024 8:22 pm
- Forum: Gameplay Help
- Topic: How to request correct train at stations that accept multiple types of goods
- Replies: 7
- Views: 746
Re: How to request correct train at stations that accept multiple types of goods
You can also do the trick of one station right after another for up to three stations and control them with local circuits. There will be four tiles of overlap between the cars of each with two stations and two tiles of overlap with three. It's a bit jank but doesn't require global circuits or mods.
- Sat Jan 20, 2024 10:35 pm
- Forum: Ideas and Suggestions
- Topic: let refineries/chemplants/boiler be fastreplaceable with itself
- Replies: 5
- Views: 1012
Re: let refineries/chemplants/boiler be fastreplaceable with itself
I don't think anyone figured out what you were asking for the first time around. Were you asking for being able to rotate a building by building another of the same over it?
- Tue Jan 09, 2024 10:54 pm
- Forum: Ideas and Suggestions
- Topic: Electric mining drill circuit output 1 count option
- Replies: 1
- Views: 328
Re: Electric mining drill circuit output 1 count option
If you can guarantee which miner will run out last you could count active miners by taking its output on a separate wire, converting just that one to a math-only symbol, and divide the summed outputs of the whole field by it. The problem of course is that this could quite easily overflow the signal ...
- Mon Jan 08, 2024 2:05 pm
- Forum: Questions, reviews and ratings
- Topic: Ingredient tree mod?
- Replies: 3
- Views: 533
Re: Ingredient tree mod?
I'd point you towards Helmod or Factory Planner. They're not exactly what you're looking for but what you want is a subset of their features.
- Sun Jan 07, 2024 11:11 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 8224
Re: "Read Chest contents" - Indicate if empty
For the ore just stick them in next to the train. There's an entire free column there.someone1337 wrote: βSun Jan 07, 2024 8:00 pmShow me where you would put that one decider per chest in my first screenshot.
If you wanted to do it for plates too you can lose the lamps.
- Sun Jan 07, 2024 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 8224
Re: "Read Chest contents" - Indicate if empty
First, I think you should redesign to avoid asymmetric drain.
Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in.
Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in.
- Sun Dec 31, 2023 7:44 am
- Forum: Angels Mods
- Topic: How big is a fish??
- Replies: 5
- Views: 917
Re: How big is a fish??
A base level tank car fills up with 25,000 fluid. I don't know if this is well defined anywhere, but I think it is reasonable to treat 1 fluid as 1 liter. A real life tank car starts in the 20,000 liter range and gets bigger (much like AngelBob tank cars) A single Factorian Fish squishes down to 20...
- Sun Dec 17, 2023 8:05 pm
- Forum: General discussion
- Topic: Train 2.0 question
- Replies: 22
- Views: 2957
Re: Train 2.0 question
Without version 2 to play with I can't be sure, but I think this would work. 1) Have all generic loading stations disabled by circuit logic unless they have one train's worth of cargo ready to load. 2) have a depot full of trains waiting to service any stations that are ready to load a train. 3) lo...
- Sun Dec 17, 2023 2:40 am
- Forum: Outdated/Not implemented
- Topic: Diminishing returns on parallel research
- Replies: 12
- Views: 1687
Re: Diminishing returns on parallel research
The research cost (which is essentially dictating the pace of the game = how fast you'll have access to new machines and options) is hard to properly calibrate for all games : - Either it's too high and it's frustrating to wait a long time for new research to unlock - Or it's too low and you discov...
- Sun Dec 17, 2023 12:23 am
- Forum: General discussion
- Topic: Train 2.0 question
- Replies: 22
- Views: 2957
Re: Train 2.0 question
I am not building 100 more trains just so that after 99 trains block all iron mines, iron input depots, iron unload stations, coal mines, coal input depots, coal unload stations, stone mines, stone input depots and stone unload stations I still have 1 train available to transport some copper :lol: ...