Search found 12 matches

by keleios
Sun Nov 10, 2024 9:18 pm
Forum: Ideas and Suggestions
Topic: Agriculture Tower Options/Transparency
Replies: 2
Views: 437

Re: Agriculture Tower Options/Transparency

1000% this. Just tried to do it myself and realized there weren't any solutions.
by keleios
Thu Feb 16, 2023 6:53 am
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 40
Views: 10560

Re: Container free space signal

A thousand times this. I am playing Space Exploration mod at the moment and it has this feature for the cargo rockets so you can use circuits for this purpose so it isn't too hard to make a requestor rocket loop. I just tried to do this with a spaceship for an automated route and found it is very di...
by keleios
Sat Jul 23, 2016 1:27 am
Forum: Implemented Suggestions
Topic: Make Blueprints a base mechanic.
Replies: 7
Views: 3791

Re: Make Blueprints a base mechanic.

I'm not talking about starting with Construction robots. The actual auto construction of the blueprints would still require the current tech. You can use shift click item placement from the beginning of the game currently. Nothing will build that for you. I'd just like to see blueprint placement ava...
by keleios
Fri Jul 22, 2016 6:08 am
Forum: Implemented Suggestions
Topic: Make Blueprints a base mechanic.
Replies: 7
Views: 3791

Make Blueprints a base mechanic.

I'd really like to have the blueprint system available from the beginning of the game and layouts available between games. It is a serious pain to migrate designs between games presently, especially if you don't use mods. There are hundreds of posts with 'blueprint strings' from people who are worki...
by keleios
Sat Jul 02, 2016 9:18 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Early Building Store
Replies: 129
Views: 69174

Re: Early Building Store

Wow Qon, wasn't really looking for a critique, but yes, it won't last. It isn't meant to. This was largely an experiment to see if I could make a clean pattern for early game components.. something to build the main factory that fits in a pretty small place. It was not made as a result of this threa...
by keleios
Sat Jul 02, 2016 1:53 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Early Building Store
Replies: 129
Views: 69174

Re: Early Building Store

I love this thread, I just built one of these. It is quite a bit different. I think I prefer the poster's version as it is simpler. Logistically.

Image
by keleios
Fri Apr 29, 2016 6:32 am
Forum: Show your Creations
Topic: Chemical Processing Layout
Replies: 10
Views: 55137

Re: Chemical Processing Layout

There's an error in the small layout for Light Oil > Gas cracking water feed. I re-arranged it from a previous layout and missed it. Probably post an actual running version tomorrow when I get the kinks worked out. I didn't want to waste crude by running it on the screenshot.
by keleios
Wed Apr 27, 2016 10:04 am
Forum: Show your Creations
Topic: Chemical Processing Layout
Replies: 10
Views: 55137

Re: Chemical Processing Layout

Playing around with trying to make a small layout that grows outward with belt capabilities for inputs and outputs on the perimeter. Maybe for a sub-base or early game. Inputs for Water and Crude in North. Middle belt going North is a mix of iron and copper Western belt going North is coal. http://i...
by keleios
Wed Apr 27, 2016 2:16 am
Forum: Show your Creations
Topic: Chemical Processing Layout
Replies: 10
Views: 55137

Re: Chemical Processing Layout

I don't like the control strategy of keeping everything at the same ratio. Heavy oil is only ever used to create lubricant or crack to light oil. Since very little heavy oil is produced, you don't want to needlessly convert it to light oil when you find that perhaps you suddenly need large amounts ...
by keleios
Sat Apr 23, 2016 7:50 am
Forum: Show your Creations
Topic: Chemical Processing Layout
Replies: 10
Views: 55137

Re: Chemical Processing Layout

I agree almost everything you said, some are even in the "Things to Improve" section. The main thing I took from the other layout is the rather orderly layout. Most Chemical Plant layouts people have bothered to share are extremely erratic, are missing things, etc. If you have a layout you...
by keleios
Fri Apr 22, 2016 8:56 pm
Forum: Show your Creations
Topic: Chemical Processing Layout
Replies: 10
Views: 55137

Chemical Processing Layout

This is a layout that I made to try and make an easily constructed blueprint for all non-solid fuel chemical production. I run on Solar. Goals Must fit between Roboports. Must have Circuit Network flow control. Should have room for belts if needed. Circuit Control The control allows me to constrain ...
by keleios
Fri Apr 22, 2016 7:57 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 497
Views: 576375

Re: Let's see your clever builds

Just finished this monster, it fits between 4 roboports.

Image

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