Substation illustration: common to legendary and their respective patterns.
- these are not ideal ratio, just 100% area coverage. Ratio to be set by replacing 2x2 solar panels w/3x3 accs
- top and bottom solars are only powered by 1 tile, so only solar panels can be at the top and bottom of the ...
Search found 217 matches
- Sun Feb 02, 2025 4:44 pm
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 1005
- Mon Jan 27, 2025 8:48 am
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 1005
Re: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
Well, the 850x850 Robort pattern is not really compatible with the 18x22 substation pattern - as 850 is 2*5*5*17(!)... Tile would be 11900x13600 and tons of work (least common multiple).
So made small compromises:
- 846 width: so losing 2+2 Robort tiles per 850 tiles
- 850 height: so losing 14 ...
So made small compromises:
- 846 width: so losing 2+2 Robort tiles per 850 tiles
- 850 height: so losing 14 ...
- Wed Jan 22, 2025 7:11 am
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 1005
Re: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
Probably this striped 850x850 robort tile is the most efficient? Far from ideal on the edges but covers the area with 85 roborts only. I've put the stipes next to each other that they cover the construction area only.
Full logistic coverage (all orange) is 1 robort per 50x50 area: 0.04% roboports ...
Full logistic coverage (all orange) is 1 robort per 50x50 area: 0.04% roboports ...
- Sat Jan 18, 2025 7:18 pm
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 1005
Re: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
Actually, connecting the Roboports only horizontally or vertically there might be a gain of 10 tiles after every two roborts (as construction area is 110 and not 100). It would need a complete redesign fo this pattern as the Robort repeat pattern is 100 tiles in the traditional but 160 in the other ...
- Sat Jan 18, 2025 1:03 pm
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 1005
Re: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
I did not see this comingadam_bise wrote: Tue Jan 14, 2025 3:33 pm You only need squares of 2's alternating joined by a half diagonal for 100% construction area.
![Shocked :shock:](./images/smilies/icon_eek.gif)
Thank you for the picture, w/o that not sure I'd get this!
- Sun Jan 05, 2025 6:48 pm
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 1005
Re: Nauvis Solar tile - 98.56% coverage w/Robo, 300MW
So here is the Blueprint for the 3.3GW Solar tile with the updated pattern. Blueprint attached as text. Yes this is big... and w/o higher qualities.
Tile size: 900x1100
Area coverage: 100%
Roboport coverage: 100%
Useful coverage: 98.6141% (Solar+Acc area / 900x1100) - 1.4%: substations ...
Tile size: 900x1100
Area coverage: 100%
Roboport coverage: 100%
Useful coverage: 98.6141% (Solar+Acc area / 900x1100) - 1.4%: substations ...
- Sat Jan 04, 2025 3:47 am
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 1005
Re: Nauvis Solar tile - 98.56% coverage w/Robo, 300MW
98.61% useful coverage is possible using the new pattern.
The theorietical max useful coverage numbers are (external wires on the side needed, not counted):
- 98.9899% w/o roboports: as a 2x2 substations take out 4/(22x18) = 1.0101%
- 98.6699% with roboport coverage: as 4x4 roboports take out 16 ...
The theorietical max useful coverage numbers are (external wires on the side needed, not counted):
- 98.9899% w/o roboports: as a 2x2 substations take out 4/(22x18) = 1.0101%
- 98.6699% with roboport coverage: as 4x4 roboports take out 16 ...
- Tue Dec 31, 2024 12:23 am
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 1005
Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
My current best optimized Solar tiles so far per priorities below. Hope it is useful for others, comments welcome as always.
TL;DR: as some panels are not fully covered with substations I was able to save some space and reach 98.56% area coverage w/full logistic. Also I've saved some space with the ...
TL;DR: as some panels are not fully covered with substations I was able to save some space and reach 98.56% area coverage w/full logistic. Also I've saved some space with the ...
- Sat Dec 28, 2024 6:04 pm
- Forum: Not a bug
- Topic: [2.0.28] Editor: auto save goes with game speed
- Replies: 1
- Views: 144
[2.0.28] Editor: auto save goes with game speed
I have my auto save set to 15mins. If I speed up time in the editor, it saves every 5 seconds. I understand that game ticks are contolling the auto save, it would make more sense to let is work based on the real time.
- Sun Dec 08, 2024 4:33 pm
- Forum: Ideas and Suggestions
- Topic: No way to place underground belt outputs facing apart
- Replies: 18
- Views: 6543
Re: No way to place underground belt outputs facing apart
I thought I'm smarter than the devs, tried upgrade planner, failed. It would be really nice to have magic key combo and allow this. Even with a checkbox "I accept that underground belts are not designed to do this" ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Wed Oct 23, 2024 6:36 am
- Forum: Ideas and Suggestions
- Topic: [2.0.8] Repair kit not working if sitting in the car - minor annoyance
- Replies: 3
- Views: 321
Re: [2.0.8] Repair kit not working if sitting in the car - minor annoyance
That is not a bug.
TY for the quick reponse. Not sure why you want this - it would be handy to repair from a car.
In case Wube's decision is to not be able to repair from a car then I'd suggest adding a message that cannot repair from car. Currenlty just nothing happens which is just bad UX ...
- Tue Oct 22, 2024 7:09 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.8] Repair kit not working if sitting in the car - minor annoyance
- Replies: 3
- Views: 321
[2.0.8] Repair kit not working if sitting in the car - minor annoyance
What did you do?
- Stopped my car next to repair sg (an inserter, see screenshot)
- Tried to repair it
What happened?
- Nothing
What did you expect to happen instead? It might be obvious to you, but do it anyway!
- It should work as normal and repair to work
- OR decide that it is a "feature", so ...
- Stopped my car next to repair sg (an inserter, see screenshot)
- Tried to repair it
What happened?
- Nothing
What did you expect to happen instead? It might be obvious to you, but do it anyway!
- It should work as normal and repair to work
- OR decide that it is a "feature", so ...
- Tue Aug 13, 2024 6:26 am
- Forum: Duplicates
- Topic: Silo launching w/o power if a satellite inserted
- Replies: 2
- Views: 567
Re: Silo launching w/o power if a satellite inserted
Yep, I was not able to find this, TY for your update! Any chance to get this fixed?
- Mon Aug 12, 2024 6:59 am
- Forum: Duplicates
- Topic: Silo launching w/o power if a satellite inserted
- Replies: 2
- Views: 567
Silo launching w/o power if a satellite inserted
Silo launching w/o power. A really minor issue.
Note: It still would be nice to have the option to connect the silo to the circuit network and at least read the science pack inventory #. Launching would be also nice. With this bug Silo can be controller only via the satellite inserter.
Conditions ...
Note: It still would be nice to have the option to connect the silo to the circuit network and at least read the science pack inventory #. Launching would be also nice. With this bug Silo can be controller only via the satellite inserter.
Conditions ...
- Thu Jan 11, 2024 6:36 pm
- Forum: Not a bug
- Topic: [1.1.101] show-transport-line-gap: minor visual anomaly
- Replies: 2
- Views: 927
Re: [1.1.101] show-transport-line-gap: minor visual anomaly
TY so much for the answer! This feature is used mainly by the hard core optimizers and honestly impact is cosmetic. If this is fixed, we'll be happy though :)
Edit: and yes, it was connected to wire by mistake, which I've totally forgot
Edit2: deleting and rebuilding the transport belt segment ...
Edit: and yes, it was connected to wire by mistake, which I've totally forgot
Edit2: deleting and rebuilding the transport belt segment ...
- Wed Jan 10, 2024 10:12 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 10347
Re: Nuclear reactor strange power production
Looks great, if you have a savegame or BP that would be nice also!
- Wed Jan 10, 2024 8:49 pm
- Forum: Not a bug
- Topic: [1.1.101] show-transport-line-gap: minor visual anomaly
- Replies: 2
- Views: 927
[1.1.101] show-transport-line-gap: minor visual anomaly
What did you do?
I was checking transport lines gaps on my timed onshore steel module. I'm in editor mode.
What happened?
A minor visual issue in case the debug visual show-transport-line-gap is tuned on: At one place the white gap is flickering - disappearing then re-appearing. No effect on ...
I was checking transport lines gaps on my timed onshore steel module. I'm in editor mode.
What happened?
A minor visual issue in case the debug visual show-transport-line-gap is tuned on: At one place the white gap is flickering - disappearing then re-appearing. No effect on ...
- Sat Dec 02, 2023 4:10 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 10347
Re: Nuclear reactor strange power production
v12
- see the attched savegame
- cut another 4 tiles from the height by removing a bunch of pumps
- I cannot compress this further - and still keep robort coverage.
- there is some chaos still going on, power is fluctiating between 9.43 and 9.44 GW but temperatures are stable
v12-nixie.png
TY ...
- see the attched savegame
- cut another 4 tiles from the height by removing a bunch of pumps
- I cannot compress this further - and still keep robort coverage.
- there is some chaos still going on, power is fluctiating between 9.43 and 9.44 GW but temperatures are stable
v12-nixie.png
TY ...
- Wed Nov 29, 2023 6:14 am
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 10347
Re: Nuclear reactor strange power production
Given that the theoric output of reactors is ( 56*4*40)+(4*3*40) = 9.440000 GW and that the mod rate calculator approximate it as 157.3*60 = 9.438000 GW the efficency is between 99.99985 % and 100.02104% which i think shows no problem in that regard, all the reactor burning capacity can be turned ...
- Tue Nov 28, 2023 10:54 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 10347
Re: Nuclear reactor strange power production
OK added some pumps. The output is... well. 9.444 GW. No. 9.438 GW.... Noooooooo ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)