Search found 318 matches
- Sat Jan 01, 2022 6:46 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55686
Re: Industrial Revolution 2 discussion
To my knowledge, no. Evolution due to pollution is based on produced pollution, even if the pollution never actually reaches any biters. I think I remember seeing it explained that this is hard-coded into the game, modded or not.
- Sat Feb 20, 2021 5:25 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55686
Re: Industrial Revolution 2 discussion
Great to see this show up! I quite enjoyed the original, and this is definitely an overall improvement! Steam is surprisingly fun while it lasts - I freely admit most of my later IR games involved me skipping to iron, because all-burner got old REALLY fast. The new oil refining system feels better -...
- Sun Dec 08, 2019 6:03 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 407531
Re: [MOD 0.17] Industrial Revolution
Got to say, really loving this mod. Been gone since 0.15, was looking forward to a lot of the refinements since then, but I already ran through the bucket list - multi-rocket/minute launching, DIY balancers, circuit games, etc. Figured I'd give an overhaul mod a try this time around. After recoverin...
- Fri Nov 30, 2018 7:00 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 55749
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Love hearing about improvements to the fluid system. Been taking a break for awhile now, but the slow-downs associated with mega-scale nuclear was a little discouraging back then, so I'm definitely looking forward to breaking ground in 0.17! I don't think I ever saw this referenced, but do the nucle...
- Sat Nov 04, 2017 12:30 am
- Forum: Energy Production
- Topic: Scalable Nuclear Power Plant
- Replies: 3
- Views: 7341
Re: Scalable Nuclear Power Plant
I've also found that the mandatory 1c temperature difference between entities starts to add up when you're using a controlled fuel input/steam storage setup. If one end of the reactor pack is 20 or 30 degrees cooler then the other, you can wind up with one string of turbines running out of steam muc...
- Sat Oct 14, 2017 5:46 pm
- Forum: Gameplay Help
- Topic: Need help finding a particular 8x8 balancer
- Replies: 5
- Views: 3237
Re: Need help finding a particular 8x8 balancer
Glad it works. Just for the record - there are no re-invented wheels here. These combined lane/belt balancers are just standard belt balancers with individual lane balancers attached to each input or output lane. You can rearrange them for compactness if you like, but that's just aesthetics. Further...
- Sat Oct 14, 2017 5:30 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Simplest full-speed blue belt ⇒ 4 chest loader?
- Replies: 5
- Views: 6333
Re: Simplest full-speed blue belt ⇒ 4 chest loader?
I hadn't even considered that little detail, but you're right, they do tend to trip over each other if you just run the four final belt sections straight ahead.quyxkh wrote:Pointing the splitter outputs at each other gets the inserters preferring different lanes, so they don't fight and load at full speed.
- Sat Oct 14, 2017 5:14 pm
- Forum: Gameplay Help
- Topic: Need help finding a particular 8x8 balancer
- Replies: 5
- Views: 3237
Re: Need help finding a particular 8x8 balancer
This should do the trick. Fair warning - due to internal splitter mechanics, the wider the balancer, the more likely that you'll see variations in how the stuff is pulled, depending on which lanes are outputting. But this is about at good as it gets without resorting to complicated circuit mechanics...
- Sat Jul 22, 2017 9:36 pm
- Forum: General discussion
- Topic: 0.15 and Flare Stack Problem
- Replies: 35
- Views: 13861
Re: 0.15 and Flare Stack Problem
Not that my factory should decide the future development of the game, but it's going to be a pain to have boilers inside my robot factory. The beacons will be wasted on them and I can't use prod modules wth them. Steam can't be barreled and redoing the piping to let both steam and water flow throug...
- Sat Jul 22, 2017 6:46 pm
- Forum: General discussion
- Topic: 0.15 and Flare Stack Problem
- Replies: 35
- Views: 13861
Re: 0.15 and Flare Stack Problem
oh, since we have steam as a separate fluid now, can we please convert fraking processes to using steam instead of water please? Why? Is the existance of steam a good enough reason to use it? I don't know why water is included in the recipies for refining and cracking. Is that actually based on som...
- Sun Jun 18, 2017 5:11 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Request: 12 Belt Balancer
- Replies: 36
- Views: 40567
Re: Request: 12 Belt Balancer
Yeah, I've experimented with designs that doubled up on UG's so that each smelter could unload into an entry UG, but I'm not sure the output result was really doing anything that couldn't be done already. Maybe let you run one or two less smelters in a row (and correspondingly fewer T3 modules), whi...
- Sat Jun 17, 2017 2:09 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Request: 12 Belt Balancer
- Replies: 36
- Views: 40567
Re: Request: 12 Belt Balancer
I'm not sure that can be said to have been "invented", since all it's really doing is using a UG to create a straight belt, rather then the default curve - I've been doing that for a long time in my production setups to make lane switchers in a minimal amount of space. But the idea in rega...
- Fri Jun 16, 2017 12:14 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Request: 12 Belt Balancer
- Replies: 36
- Views: 40567
Re: Request: 12 Belt Balancer
More or less. An exiting UG doesn't buffer the way an entry side does, but there's still a little benefit. But yes, it's not essential in that particular setup.
- Fri Jun 16, 2017 11:34 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Request: 12 Belt Balancer
- Replies: 36
- Views: 40567
Re: Request: 12 Belt Balancer
Depends on the exact layout. The buffering is important if you're concerned about maximizing compression. In the earlier post, you can see that a pass through method is used under the rail wagons, so obviously the UG is needed for that. Also, when dropping on to a curve, inserter always drop on the ...
- Thu Jun 15, 2017 7:20 pm
- Forum: Gameplay Help
- Topic: Blueprints not copying hand-made wire connections
- Replies: 8
- Views: 5284
Re: Blueprints not copying hand-made wire connections
My biggest use for hand-made wire connections is for wall defense. Walls of laser turrets have a considerable idle power drain, but it's reasonably easy to setup a system by which only a few lasers are powered 24/7, and their activation (because an enemy is within range) triggers power to the rest o...
- Tue Jun 13, 2017 10:49 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Train based warehouse (HIGH throughput, no bots)
- Replies: 6
- Views: 8509
Re: Train based warehouse (HIGH throughput, no bots)
Bottom section of OP - rail stuff is all in 2x2 blocks, while it's impossible to create an odd spacing using only vanilla inserters (excluding long, but they're too slow) and chests. Hence, the odd-length rail wagons in the middle.
- Tue Jun 13, 2017 10:44 pm
- Forum: Gameplay Help
- Topic: fluid transporting short distance
- Replies: 6
- Views: 3605
Re: fluid transporting short distance
What sort of liquid throughput are you expecting? Generally speaking, if you're hoping for more than 1000 liquid/second, you'll want to start considering multiple pipes in parallel with each other.
- Tue Jun 13, 2017 3:09 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Request: 12 Belt Balancer
- Replies: 36
- Views: 40567
Re: Request: 12 Belt Balancer
Honestly, I just did. For the earlier rail unloading pattern, I can lay down each UG independently, in any sequence, with absolutely no attempts by the game to override or link up with existing ones. Once the UG has been placed down, attempting to rotate it merely reverses the belt movement directio...
- Tue Jun 13, 2017 2:52 am
- Forum: General discussion
- Topic: A comprehensive look at inserter power consumption
- Replies: 15
- Views: 9600
Re: A comprehensive look at inserter power consumption
Interesting. When you say that stack size doesn't matter, are you saying that a stack inserter grabbing 2 items consumes the same total energy as it does while grabbing 12? Because I would have expected that the process of groping around around for multiple items due to higher stack size would incre...
- Mon Jun 12, 2017 8:44 pm
- Forum: General discussion
- Topic: too lazy to explore
- Replies: 21
- Views: 10569
Re: too lazy to explore
1. its mod. 2. its unbalanced. nuff said. Poor reasons. Do you even like this game? You keep asking for new things, but you never bother to offer proper reasons or consider how it will change vanilla gameplay. We already have radar that automatically explores, we have mods that offer bigger radar b...