Search found 45 matches

by Carl
Fri Jan 12, 2018 1:03 pm
Forum: General discussion
Topic: Belts vs Bots - A response to FFF #224
Replies: 98
Views: 51050

Re: Belts vs Bots - A response to the latest FFF

I plan to do my own little thread on this soon but coming at it from the belt side of things as there's a much bigger issue that bot throughput power or beacon power IMO. But IMO if there's an issue with blueprinting with beacons. make it so no machine can benefit from more than one beacon, up the a...
by Carl
Sat Dec 23, 2017 6:27 am
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 61142

Re: Friday Facts #222 - Christmas avalanche

Consider this, Fluid wagons currently hold 75k fluid which can be separated into up to three different types. Cargo wagons with barrels can hold 100k fluid in up to 40 varieties. Back in 0.12 a practical wagon would be half full and half empty barrels, meaning that on a practical level it is easy t...
by Carl
Sat Dec 23, 2017 6:15 am
Forum: Ideas and Suggestions
Topic: Make fluid wagons lighter
Replies: 7
Views: 3123

Re: Make fluid wagons lighter

Honestly cutting the fluid wagon size down does not strike me a sa good thing.
by Carl
Fri Dec 22, 2017 3:01 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 61
Views: 18132

Re: Burner inserter fuel bonus

One note to the above discussion, if Nuclear powered miners where allowed you'd have to come up with some system of giving burner miners a mining area bigger than their physical size. Otherwise a good chunk of the ore will never get mined. The downside of burner miners is that you have to move them...
by Carl
Thu Dec 21, 2017 9:02 pm
Forum: Ideas and Suggestions
Topic: circuit logic suggestions
Replies: 6
Views: 2746

Re: circuit logic suggestions

I can think of a few more: A number of items have multiple ways for how the can interact with the circuit network, would be nice for items connected to multiple wires to have option to assign each function to a different wire. Also ability to read contents of individual roboports, also ability to en...
by Carl
Thu Dec 21, 2017 7:13 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 61
Views: 18132

Re: Burner inserter fuel bonus

One note to the above discussion, if Nuclear powered miners where allowed you'd have to come up with some system of giving burner miners a mining area bigger than their physical size. Otherwise a good chunk of the ore will never get mined.
by Carl
Wed Dec 20, 2017 5:49 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 61
Views: 18132

Re: Burner inserter fuel bonus

Assuming 1 nuclear fuel has the same MJ capacity as one fuel rod, 11 hours and change for the inserter. Not sure on steel furnace, can't remember the draw.

EDIT: I have no idea how i missed everything above, best guess second page i never saw
by Carl
Tue Dec 19, 2017 6:33 am
Forum: General discussion
Topic: nuclear fuel for trains added in .16?
Replies: 14
Views: 7222

Re: nuclear fuel for trains added in .16?

Best guess for whats happening. Nuclear saltwater driving a power turbine.
by Carl
Tue Dec 12, 2017 2:51 pm
Forum: Ideas and Suggestions
Topic: Automatic Tree/rock/water Clearing
Replies: 3
Views: 3474

Re: Automatic Tree/rock/water Clearing

I'm fully aware if that, i even reference it in the OP. But if your trying to clear out a decent sized area it can add upto a lot of extra work and guesstimating about how much area you need to clear. Being able to do that just by shift click placing the roboport+power states or even a big piece of ...
by Carl
Mon Dec 11, 2017 5:45 pm
Forum: Ideas and Suggestions
Topic: Automatic Tree/rock/water Clearing
Replies: 3
Views: 3474

Automatic Tree/rock/water Clearing

TL;DR A suggestion for a blueprint compatible way of automating logistics network based tree and rock clearing and, (assuming the bots can do it), filling of water space. What ? This would be really simple. Every roboport would have a blueprint rememberable set of tickboxes, (3 to be exact), added ...
by Carl
Thu Dec 07, 2017 8:33 pm
Forum: Energy Production
Topic: Hybrid Nuclear/Chemical, version 3 (Post 0.15.11)
Replies: 13
Views: 10725

Re: Hybrid Nuclear/Chemical, version 3 (Post 0.15.11)

COol idea with the water. Might have to steal that, curious what's the output? Got my own design i was going to share soon, curious how it compares.
by Carl
Fri Apr 28, 2017 9:54 am
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 124781

Re: 0.15 Reactor Ratio

FFS, I figured out why the turbines have that odd 5.8 MW rating. You can feed the heat exchangers with steam from boilers (1.8 MW each) and this simply adds to the 10 MW each heat exchanger normally outputs! The turbines have that odd 5.8 MW rating because it's actually 5.82 MW. The math is as foll...
by Carl
Sat Nov 19, 2016 3:33 pm
Forum: Balancing
Topic: Oil Richness
Replies: 29
Views: 11346

Re: Oil Richness

The early game is designed to be simple, oil is what breaks you into the mid game and eventually end game because of its complexity. Having done several playthroughs the base game is pretty simple already, I wouldn't want to simplify it further. I'm not saying it should be simpler, i'm saying it sh...
by Carl
Sat Nov 19, 2016 12:14 am
Forum: General discussion
Topic: "Not a bug" discussions
Replies: 23
Views: 6550

Re: "Not a bug" discussions

I think the problem with a lot of the not a bug examples i've seen that fall into the type the Op is talking about is: It doesn't matter if somthing is a bug or not if it's detrimental to overall gameplay experiance. Most people tend to assume that a lot of examples of the later are also the former,...
by Carl
Thu Nov 17, 2016 10:21 am
Forum: Balancing
Topic: Oil Richness
Replies: 29
Views: 11346

Re: Oil Richness

The ratio to final products is relative to the supply. If you decrease the oil requirement or increase the products of crude oil you're detracting from the huge setups required to maintain large factories. I think oil processing to final products is pretty good right now, my oil processing section ...
by Carl
Wed Nov 16, 2016 11:58 pm
Forum: General discussion
Topic: City Blocks instead of Main Bus
Replies: 21
Views: 122213

Re: City Blocks instead of Main Bus

The first and most important point i'd make is that the main bus concept works perfectly so long as you aren't putting too much iron or copper in to start with. Assuming you can remember what exactly it is that each item you can produce is use for, (and thus dead end bus lines at appropriate points)...
by Carl
Mon Nov 14, 2016 5:42 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 498
Views: 576514

Re: Let's see your clever builds

I did note that i'd realised the crafting speed was sufficient, also whilst fixing it didn't bring it to a full belt, i double checked, (i've just had an afternoon nap), and realised it needed more power ooops. Don't have any mods installed, running moddless for now for achievements but assuming the...
by Carl
Mon Nov 14, 2016 11:38 am
Forum: General discussion
Topic: City Blocks instead of Main Bus
Replies: 21
Views: 122213

Re: City Blocks instead of Main Bus

Hit post too soon due to misclick, tired ughhh. bed soon for nap i think.
by Carl
Mon Nov 14, 2016 11:02 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 498
Views: 576514

Re: Let's see your clever builds

Actually i'm going to have to duplicate your design, grrr. Because from what i'm seeing it shouldn't be able to produce that much. First your copper wire crafting speed isn;t high enough to sustain more than around 33 a sec, second, even if you could magic up enough wire to run things from a product...
by Carl
Mon Nov 14, 2016 8:25 am
Forum: General discussion
Topic: City Blocks instead of Main Bus
Replies: 21
Views: 122213

Re: City Blocks instead of Main Bus

That may take a while, but i'll start typing and see how long it takes ;).

Go to advanced search