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...
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...
- 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...
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...
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...
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...
What I need is a way to tell the robots not to transport material to a storage across the map, but use the one right next to the source and the consumer. (Actually, I'd have expected this to be default behaviour.) Is there no way to accomplish this? Split the logistic network into smaller cells. I ...
Yeah, that's the issue. Copied ghosts (which I was doing, via cut/paste) don't auto rotate when placed. Probably a 'feature' but a usability issue if you ask me. If you look closely, you will see there's a graphic in between the railroad ties when the signal connects properly that's missing when th...
The consensus I seem to pick up is that pollution-induced attacks are something to be avoided? Whether by managing pollution or a biter eradication program, it looks like you don't like it when a nest comes under the cloud. The reasoning is simple. Would you rather: Continually have to spend resour...
I can't possibly reduce pollution so much as to avoid attacks altogether Oh, but actually you can . I launched a rocket without triggering any attacks at all (default setings): https://imgur.com/a/3IAegxs#eUL1TMd I also made some good headway into a deathworld run without fighting any biters: https...
My understanding is Pollution is deterministic, so you should be able to determine when and where pollution is hitting biter nests, and hence where you need to build defences. Biter behaviour should also be deterministic, but might be affected by a psuedo-random generator that varies between runs, ...
Thank you for the answer. This feature should be enabled by default in my opinion.
I think that having option on by default would cause confusion in new players and would even annoy veteran players which normally don't use the feature.
I'm not sure it's even possible to run a SINGLE landfill machine without it being starved at least some of the time (three independent blue belt stone feeds maybe?). It is possible. Here's a setup using speed modules and 7x speed beacons (video): https://giant.gfycat.com/SadIndelibleIsabellineshrik...
IMPORTANT: Have a setting to disable this feature if it's ever implemented.
We do not want a repeat of the mess "blueprint saving copper cables" feature has caused. If I don't want to deal with it I should have the option to turn these kind of features off.
About water flow speed: - Pipe have limit of 1.200 fluid / sec ( You can force it up to 1.714 Fluid / sec ) - Storage Tank have limit of 10.000 fluid / sec - Pump have limit of 12.000 fluid / sec - Boilers have limit of... probably 12.000 or more... ( maybe my testing method was wrong but i don't t...
What am I missing here? Is this a bug maybe? Beacons specifically have a rather large electric energy buffer compared to the amount of energy per tick they use. Specifically they have a buffer around 5x larger than they use per tick. Here you can see the impact of that energy buffer (look how the S...