Search found 9 matches

by mzlink
Tue Feb 18, 2025 5:08 pm
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 571

Re: figuring out suitable amount of turbines for 32x reactor core?

Tertius wrote: Tue Feb 11, 2025 4:30 pm That's true for fusion reactors. The classic nuclear reactor has to be fully aligned to its neighbor for both benefit from the neighbor bonus.
could probably be modded in unless something like that already exists :)
by mzlink
Sun Feb 16, 2025 2:09 pm
Forum: Outdated/Not implemented
Topic: More rotations to rail ramp
Replies: 3
Views: 172

Re: More rotations to rail ramp

boskid wrote: Wed Feb 12, 2025 10:45 pm During 2.0 development we decided against this idea because that was considered to be out of VRAM budget as it would not only require 45deg ramp sprites but also 45deg sloped sprites for all rolling stocks.
But that would be required for turns anyway, unless you do transformation in real-time.
by mzlink
Sat Feb 15, 2025 4:09 am
Forum: Gameplay Help
Topic: Generic "quality filter signals" in circuit network like on inserters?
Replies: 2
Views: 155

Re: Generic "quality filter signals" in circuit network like on inserters?

Seems i missed them, thanks.

Issue remains though.
by mzlink
Fri Feb 14, 2025 9:13 am
Forum: Gameplay Help
Topic: Generic "quality filter signals" in circuit network like on inserters?
Replies: 2
Views: 155

Generic "quality filter signals" in circuit network like on inserters?

It doesn't make sense to me that there is no set of "generic quality" signals in the circuit network.

I would like to be able to turn off or on generic quality filters for inserters through the circuit network.

Yes, there is "quality filter" and "quality transfer" options in the selector ...
by mzlink
Tue Feb 11, 2025 8:57 am
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 571

Re: figuring out suitable amount of turbines for 32x reactor core?

that's kinda disappointing but thanks.

From what i gathered previously, it looked like it only needed to be 1 direct connection and the rest could be done by heatpipes.
by mzlink
Sat Feb 08, 2025 6:50 pm
Forum: Ideas and Suggestions
Topic: Allow labs to share spoilage
Replies: 7
Views: 3223

Re: Allow labs to share spoilage


I don't think there's any crafting building that accepts items that aren't its ingredients.


sorry if i'm necro'ing the thread but:
what if A: logic change: allow fuel to be shared between buildings
B: have spoilage pretend it's fuel?

Because i really do not like that boilers and etc cannot ...
by mzlink
Sat Feb 08, 2025 1:59 am
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 571

Re: figuring out suitable amount of turbines for 32x reactor core?

torne wrote: Sat Feb 08, 2025 12:23 am - any shape wider than a 2xN must have at least one hole in it somewhere otherwise there would be at least one inaccessible reactor, and every hole creates at least one more reactor with fewer than three neighbours.
What about cheesing it with a staggered design?
by mzlink
Fri Feb 07, 2025 11:04 pm
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 571

Re: figuring out suitable amount of turbines for 32x reactor core?


By the way, this setup might look compact and efficient, but it's not as efficient as a straight 2x16 line of reactors. Such a line with 32 reactors would output 4960 MW. And the look of the given setup will not be as clean as it is in your screenshot, since you need to add supply to the 3 ...
by mzlink
Fri Feb 07, 2025 4:22 am
Forum: Gameplay Help
Topic: figuring out suitable amount of turbines for 32x reactor core?
Replies: 10
Views: 571

figuring out suitable amount of turbines for 32x reactor core?

Hello. my friend showed me this but never got around to building it. Now I'm curious how many steam turbines it could support.
(Intended to use "trash unrequested" to export spent fuel")

Image

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