Search found 22 matches

by <X>
Sun Dec 06, 2020 2:45 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498536

Re: Simple Questions and Short Answers

Kahnugo wrote: ↑
Sun Dec 06, 2020 1:07 pm
It's a tab in the game properties (right click the game in your library).
oh right. must've been that easy^^
by <X>
Sun Dec 06, 2020 12:27 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498536

Re: Simple Questions and Short Answers

Not sure, if this is the right spot to ask this. But it's definitely answered quickly, I guess. I want to update to 1.1 experimental version. I've bought the game on steam, and I've read I need to go the the "Beta-Tab". But I don't find that tab anywhere. Not in the shop, and not in my lib...
by <X>
Thu Dec 03, 2020 1:47 pm
Forum: Gameplay Help
Topic: Size of logistic networks
Replies: 6
Views: 4330

Re: Size of logistic networks

Kahnugo wrote: ↑
Thu Dec 03, 2020 1:35 pm
Ghosts for things where you do not have the material still fills the construction queue and they will regularly be checked postponing other construction jobs, so that will likely cause delays when you place new blueprints.
Good to know. Thank you
by <X>
Thu Dec 03, 2020 1:03 pm
Forum: Gameplay Help
Topic: Size of logistic networks
Replies: 6
Views: 4330

Re: Size of logistic networks

My whole base is completely covered in city blocks, so leaving 1 gap between 2 logistic networks would make it difficult to build the train tracks. By now I've only seen logistic networks split at the edge of the base. And therefore it was no issue to them. But that's a minor thing At the moment the...
by <X>
Thu Dec 03, 2020 11:17 am
Forum: Gameplay Help
Topic: Size of logistic networks
Replies: 6
Views: 4330

Size of logistic networks

Hello, in my megabase the size of the logistic network became so big, that it takes forever until the robots build, what I want them to build. So I guess it'd be better to make several smaller logistic networks, where there are chests at the border, that provide building material (such as belts, sol...
by <X>
Thu Nov 26, 2020 9:05 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Hub City - a 1.8k science belt based base
Replies: 0
Views: 3014

Hub City - a 1.8k science belt based base

Hello, I produce 1.8k science and my old pc is at its limit. When everythings running I have about 30 to 40 UPS. So I will end this game now. The basic idea: Building 4 average sized belt bases, that lead to 1 center, where the rockets are sent to space, and the labs are located This is my second sa...
by <X>
Thu Nov 26, 2020 8:12 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498536

Re: Simple Questions and Short Answers

Im probably the 1000th guy who asks this, and its the same issue with every game I buy from steam: Where are my screenshots?

[EDIT} ok, got it. Took a while with windows search, but Ive got it.
by <X>
Fri Nov 13, 2020 9:01 pm
Forum: Gameplay Help
Topic: Self-Made Belt Balancers
Replies: 21
Views: 8109

Re: Self-Made Belt Balancers

Damn, those little things are even more complicated than I've thought. Are there some kind of "rules" that you need to remember? Like "no 'decreasing' splitter with loop input without any extra"? This should work, too, right? 3-to-1-throughput.jpg The example in the wiki (https:/...
by <X>
Fri Nov 13, 2020 6:57 pm
Forum: Gameplay Help
Topic: Self-Made Belt Balancers
Replies: 21
Views: 8109

Re: Self-Made Belt Balancers

If you want a balancer that works in every combination of input and output, no questions asked, for example a 4 to 4 that can be used as anything up to 4 to 4 and balance correctly, you basically need to build an 8 by 8 balancer, and have each output splitter have 1 standard output and 1 loopback, ...
by <X>
Fri Nov 13, 2020 6:48 pm
Forum: Gameplay Help
Topic: Self-Made Belt Balancers
Replies: 21
Views: 8109

Re: Self-Made Belt Balancers

I don't think you should put output priority on a balancer. That just unbalances everything. Of course you get less throughput without output priority. But only for a few seconds until the looping belt is full. And then it works as it should. A balancer is for balancing in the first place. Throughpu...
by <X>
Fri Nov 13, 2020 11:21 am
Forum: Gameplay Help
Topic: Self-Made Belt Balancers
Replies: 21
Views: 8109

Re: Self-Made Belt Balancers

Both balancers are correct. The first one can be improved (with a fun twist). The first one will work correctly even without the self-looping parts and will then essentially be a perfect 1-4-to-1-4 balancer, that is it'll work regardless of how many and which inputs and outputs are used; it's equiv...
by <X>
Thu Nov 12, 2020 10:10 pm
Forum: Gameplay Help
Topic: Self-Made Belt Balancers
Replies: 21
Views: 8109

Re: Self-Made Belt Balancers

Thank you. Time to build more :)
by <X>
Thu Nov 12, 2020 8:20 pm
Forum: Gameplay Help
Topic: Self-Made Belt Balancers
Replies: 21
Views: 8109

Self-Made Belt Balancers

Hello, I know there are millions of belt balancer blueprints out there, but I like to build them myself. By now I've just copied the 4-to-4, the 8-to-8 and the 6-to-6 balancer. But the rest I want to develop myself. As far as I've understood you always build a 4-to-4 or a 8-to-8 (or a 4-to-2, or a 4...
by <X>
Sun Nov 08, 2020 5:05 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 877107

Re: 4-way intersections: Throughput and deadlocks [image heavy]

pew. 34 pages are a lot. But I haven't found the one I was building on the first page. Ive struggled with building a non-roundabout intersection within 1 city block, where 1-4 trains are able to wait between 2 train signals. And I came up with this beautiful flower: train-intersection.jpg It's compa...
by <X>
Fri Nov 06, 2020 2:24 pm
Forum: Gameplay Help
Topic: Force blueprint on water to add landfill as needed?
Replies: 10
Views: 5576

Re: Force blueprint on water to add landfill as needed?

To the Devs: I wish shift-clicking a blueprint automatically generates landfill, where needed
by <X>
Fri Nov 06, 2020 2:11 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 19910

Re: Efficiency Module Scaling

Hello, My suggestion: - Efficiency 1: -30% so we're able to get miners to 20% - Efficiency 2: Should be able to bring an assembly machine to 20% power consumption in a 3:1 ratio. A productivity module 3 needs +80% power. So an Efficiency module 2 should have -60% (100% + 80% - 3 * 60% = 0% and then ...
by <X>
Fri Oct 30, 2020 6:35 pm
Forum: Gameplay Help
Topic: Trains all go to the same station
Replies: 10
Views: 3331

Re: Trains all go to the same station

Thank you. I'll keep that in mind, if I have issues later. But my solution seems to work fine. I've checked it for a few minutes now and there were no problems. Now I can open new stations and I know that trains will go there
by <X>
Fri Oct 30, 2020 5:44 pm
Forum: Gameplay Help
Topic: Trains all go to the same station
Replies: 10
Views: 3331

Re: Trains all go to the same station

Thank you very much. But honestly I haven't understood it yet. I'll read your post in the other thread later. But I've come up with my own idea. I read the signal right in front of the station. Then a clock starts running. And as soon as the clock reaches 200 the station gets shut down. Within this ...
by <X>
Thu Oct 29, 2020 10:34 pm
Forum: Gameplay Help
Topic: Trains all go to the same station
Replies: 10
Views: 3331

Re: Trains all go to the same station

I'm not sure, if I really understood how it works. you mean your trains go to following stations: - holding station - filling station - emptying station Right? They don't do anything at the holding station? Just going there and leaving as soon as a filling station opens? And as soon as a filling sta...
by <X>
Tue Oct 27, 2020 9:30 pm
Forum: Fan Art
Topic: Bad timing to cross a railroad
Replies: 8
Views: 7064

Re: Bad timing to cross a railroad

I love it

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