Search found 217 matches

by Belter
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

Re: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW

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 ...
by Belter
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 ...
by Belter
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 ...
by Belter
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 ...
by Belter
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

adam_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.
I did not see this coming :shock: That's a lot of roboborts in this scale! I will update the BP, will boost the % a bit.

Thank you for the picture, w/o that not sure I'd get this!
by Belter
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 ...
by Belter
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 ...
by Belter
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 ...
by Belter
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.
by Belter
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" :)
by Belter
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 ...
by Belter
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 ...
by Belter
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?
atomizer wrote: Mon Aug 12, 2024 11:10 am duplicate of [1.1.5] Rocket silo power inconsistency
by Belter
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 ...
by Belter
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 ...
by Belter
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

Tertius wrote: Sun Dec 03, 2023 10:47 pm It's my most polished setup.
Looks great, if you have a savegame or BP that would be nice also!
by Belter
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 ...
by Belter
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 ...
by Belter
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 ...
by Belter
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 :D

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