Search found 499 matches
- Tue Feb 09, 2021 2:57 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Mon Feb 08, 2021 4:22 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Mon Feb 08, 2021 2:44 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Mon Feb 08, 2021 2:28 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Mon Feb 08, 2021 4:28 am
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Sun Feb 07, 2021 6:53 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Sun Feb 07, 2021 6:24 am
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Sun Feb 07, 2021 6:20 am
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Sat Feb 06, 2021 7:06 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Wed Feb 03, 2021 4:16 pm
- Forum: Gameplay Help
- Topic: Please explain to me how the electrical system works.
- Replies: 18
- Views: 4342
Re: Please explain to me how the electrical system works.
You'd need to match the ratio of your minigrid to the mains for precise control with that, wouldn't you? It's a really slick idea, though. To have some safety margin it's easy enough to adjust the circuit signal afterwards, so no need to modify the mini grid. For non-perfect ratio solar/accumulator...
- Wed Feb 03, 2021 5:48 am
- Forum: Gameplay Help
- Topic: Please explain to me how the electrical system works.
- Replies: 18
- Views: 4342
Re: Please explain to me how the electrical system works.
But it's actually solar you most want the early warnings with! A large-scale solar setup with a backup that trips only on accumulator level is unlikely to have that backup engage in time to accomplish anything. You want to plug your backup into the system early if you pick up warning signs that you...
- Fri Jan 29, 2021 4:22 am
- Forum: Not a bug
- Topic: Fluid throughput depends on building order
- Replies: 8
- Views: 2494
Re: Fluid throughput depends on building order
I'm willing to make a lot of compromises for the flow, but building order dependency is one of the things I really hate. I'm really curious as to how the building order even effects the flow. Is there an easy explanation for that like the flow is calculated based on current flow for optimization or...
- Thu Jan 28, 2021 3:45 am
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 15754
- Fri Jan 15, 2021 7:38 pm
- Forum: General discussion
- Topic: Ps4 port?
- Replies: 9
- Views: 8429
- Thu Jan 14, 2021 4:53 pm
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 75
- Views: 32875
Re: Anyone use barrels?
I admit I didnt think about radar, but that's probably because I avoid radar due to my assumption (wrong?) that it attracts biters. Also, radar is a horrible horrible power draw . I have just 3 radar down and it's drawing more power than anything in my base. I'm all about solar energy to keep the b...
- Thu Jan 14, 2021 1:10 am
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 75
- Views: 32875
Re: Anyone use barrels?
The problem I think with your solution is the size of the pollution cloud created by filling the pipe between the field and your base. I guess it's a function of how far away it is. Maybe you can do something with pumps. It creates a rather large and unnerving cloud just filling the barrels and flu...
- Wed Jan 13, 2021 10:45 pm
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 75
- Views: 32875
Re: Anyone use barrels?
- when the only oil patch is sitting on the edge of a biter megabase, you can't afford to pipe it away as the pumpjacks will generate too much pollution filling the pipes. sipping the oil barrel by barrel until you tech up works rather well. What I did on my pacifist deathworld run was to use decon...
- Tue Jan 05, 2021 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactors BluePrint Cloning
- Replies: 20
- Views: 6022
Re: Nuclear Reactors BluePrint Cloning
Q: No, they don’t. ;) It depends very much of your layout how the temperature of the plants are spread. If you have a symmetric layout, you might be right. I respectfully disagree. Imagine a 6-core nuclear plant blueprint. Now imagine those 6 were replaced with a HUGE single entity, eats fuel 6 tim...
- Mon Jan 04, 2021 5:03 pm
- Forum: Gameplay Help
- Topic: Multi-items tape mixer
- Replies: 14
- Views: 3568
Re: Multi-items tape mixer (I need your help)
Thanks for your return. Unfortunately, I cannot put this into practice because my knowledge is not high enough. This probably makes sense for you. Then I would suggest to find an alternative solution that does not involve circuits. Trying to control items on belts with circuits in an exact manner w...
- Mon Jan 04, 2021 3:29 pm
- Forum: Gameplay Help
- Topic: Multi-items tape mixer
- Replies: 14
- Views: 3568
Re: Multi-items tape mixer (I need your help)
However, I am unable to create a counter that resets to a given number. In the example below, I want from 455 objects counted, the decider combinator will reset to 0. I know how to reset it only when there is only one item. Can you help me with this task please ? You can instantly add (or substract...