Actually those numbers are wrong, the energy per insert is the joules per second (kW) multiplied by the seconds required to perform the insert.
Well great. Someone change the numbers on the wiki to kW-seconds to reduce confusion on what it signifies...
So the burner inserter uses pretty close ...
Search found 5 matches
- Thu Apr 28, 2016 8:56 pm
- Forum: Gameplay Help
- Topic: Burner Inserters vs Inserters
- Replies: 4
- Views: 9431
- Wed Apr 27, 2016 9:26 pm
- Forum: General discussion
- Topic: Roboports and circuit/logistic networks
- Replies: 2
- Views: 1853
Re: Roboports and circuit/logistic networks
Support for this. I seriously cannot for the life of me, find my inactive construction bots that hide all over the 37 or so robo ports all over my base.
- Wed Apr 27, 2016 7:09 pm
- Forum: Gameplay Help
- Topic: Burner Inserters vs Inserters
- Replies: 4
- Views: 9431
Re: Burner Inserters vs Inserters
Surprising coming from the fast inserter in question! I'm guessing you don't want to be 15.625 times more efficient then.mooklepticon wrote:Let's go a step further. *Should* they be nearly 14 times more efficient?

- Wed Apr 27, 2016 7:02 pm
- Forum: Gameplay Help
- Topic: Burner Inserters vs Inserters
- Replies: 4
- Views: 9431
Burner Inserters vs Inserters
What's so great about using obsolete burner inserters when you can use electric inserters that even as fast inserters, have 5.625 times less than the energy requirements of burner inserters?
imho if you have any sort of 1/10th total energy from solar or heck, even a single, backup, burner inserter ...
imho if you have any sort of 1/10th total energy from solar or heck, even a single, backup, burner inserter ...
- Sun Apr 24, 2016 2:15 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 155791
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
There's an issue with the fluid elevator;
I made some changes and found
base_level = -1,
and incorrect positions for pipe_connections at fault.
Also, there are jarring graphical inaccuracies with the subsurface ground textures and the fluid elevator texture.
Thanks for the awesome mod!
Edit: The ...
I made some changes and found
base_level = -1,
and incorrect positions for pipe_connections at fault.
Also, there are jarring graphical inaccuracies with the subsurface ground textures and the fluid elevator texture.
Thanks for the awesome mod!
Edit: The ...