Search found 349 matches

by Bauer
Sat Nov 09, 2024 1:54 pm
Forum: Not a bug
Topic: Negativ speed
Replies: 3
Views: 172

Re: Negativ speed

Klonan wrote: Sat Nov 09, 2024 1:52 pm It means you're falling back to the planet you came from
You're saying: It's intentional.
That system has a very light sun, then...
by Bauer
Sat Nov 09, 2024 1:53 pm
Forum: Not a bug
Topic: Negativ speed
Replies: 3
Views: 172

Re: Negativ speed

I fact, I'm moving backwards on the starmap view. (Aquilo --> Gleba)
Funny side-fact, no astroids are coming from the back.
by Bauer
Sat Nov 09, 2024 1:50 pm
Forum: Not a bug
Topic: Negativ speed
Replies: 3
Views: 172

Negativ speed

using /editor mode
flying in space with NEGATIVE speed???

no mods, 2.0.16

Screen shot
Screen shot
neg speed.jpg (85.54 KiB) Viewed 172 times
by Bauer
Thu Jan 20, 2022 7:37 am
Forum: Gameplay Help
Topic: Our 200-hours-base is overrunned - any ideas?
Replies: 21
Views: 9513

Re: Our 200-hours-base is overrunned - any ideas?

get more players in to be quicker when saving the world.
by Bauer
Mon Nov 08, 2021 8:31 am
Forum: Gameplay Help
Topic: Give me Advice: Freeplay Games
Replies: 3
Views: 2959

Re: Give me Advice: Freeplay Games

Start a new desert game and make it better this time.
by Bauer
Fri Oct 08, 2021 12:25 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 90213

Re: All the different ways to increase the efficiency of a nuclear power plant

In vanilla, the pumps have 30 kW and inserters 13 kW/0.4 kW.
You're right we should take the 0.4 kW + a little bit, say
(30+0.5 kW) x 4500 = 158 MW + 160 MW for the corner reactors.
I corrected the figure above.
by Bauer
Fri Oct 08, 2021 9:36 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 90213

Re: All the different ways to increase the efficiency of a nuclear power plant

A blue belt can ship 22.5 fuel cells / s in and out. That'll feed a row of 22,5*200=4500 reactors That's a disappointing 719.682 GW (taking 4500 pumps and inserters, and the 4 reactors at the end of the line into account). But you can build 2 of these to avoid bots AND get more than a TW. THE FACTOR...
by Bauer
Fri Oct 08, 2021 8:59 am
Forum: General discussion
Topic: The numbers on fluids
Replies: 15
Views: 6853

Re: The numbers on fluids

All tileable designs need to maintain this ratio: 1 reactor* : 16 heat exchanger : 28 turbines That requires about 1650 water/s, which is why you see 2 offshore pumps in those designs. You can feed from both ends*** or from one end of the heat exchanger row if you don't use more than the minimum** o...
by Bauer
Mon Oct 04, 2021 1:16 pm
Forum: Gameplay Help
Topic: Train and Inserter
Replies: 9
Views: 3138

Re: Train and Inserter

The problem is that the inserter doesn't activate when the train is stopped by a traffic light if the train is in automatic mode, it only activates if the train is in manual mode. Not a bug. This is intentional. You can copy and paste station names (possible in map mode, zommed in radar view) or us...
by Bauer
Thu Sep 30, 2021 7:20 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 90213

Re: All the different ways to increase the efficiency of a nuclear power plant

Well, you can make a reactor work without pumps. You can even feed it with burner inserters and belts. That leaves the only thing requiring power in the entire array being the ejection inserters... which means you're still stuck running power through the whole thing. If I could only eliminate that ...
by Bauer
Thu Sep 30, 2021 6:45 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 90213

Re: All the different ways to increase the efficiency of a nuclear power plant

Assuming you write that, because you don't like to depend on power to be available to produce power: Have an inner and an outer power grid. The inner power grid would just power the infrastructure to insert fuel cells and it would have its own steam buffer+turbines. But let's face it: If you build ...
by Bauer
Tue Sep 21, 2021 9:59 am
Forum: General discussion
Topic: My new PC (Specially ordered for Factorio)
Replies: 22
Views: 8819

Re: My new PC (Specially ordered for Factorio)

Given the cost of graphic cards these days... good choice.
by Bauer
Tue Sep 14, 2021 6:48 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Is it possible to unload more belt?
Replies: 6
Views: 5017

Re: Is it possible to unload more belt?

I totally agree. Longer trains with a 1:1 L:C ratio are the answer. This has nothing to do with the loading/unloading. But more trains jam the rail network badly. To be honest, the place with the biggest need for high throughput is most likely the smelter. You typically also mix here at least two di...
by Bauer
Mon Sep 13, 2021 9:41 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Is it possible to unload more belt?
Replies: 6
Views: 5017

Re: Is it possible to unload more belt?

Or timed arrivals. I use 4-4 trains with 4 tanks per wagon into 8 blue belts per wagon. If you have a "pre-station" that releases the next train just-in-time you can consistantly fill 8 belts per wagon. You also need additional signals "inside" the unloading station to allow for ...
by Bauer
Fri Sep 03, 2021 11:56 am
Forum: Gameplay Help
Topic: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
Replies: 21
Views: 8390

Re: Inserter is "waiting for train", while train is standing at the station shouting "destination full"

The train is already heading for it's next destination.
Not a bug.
You have to refuel while it is waiting at the station like you describe in your post.
by Bauer
Wed Sep 01, 2021 6:11 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 151
Views: 166192

Re: [MOD 1.1] Sea Block Pack 0.5.6

I hate to see that I have to burn all the hydrogen from electrolysis.
Wouldn't it be very useful to have fuel cells that convert O2 and H2 into power.
Of course, the process electrolysis --> fuel cell cannot be energy positive.
by Bauer
Wed Sep 01, 2021 6:05 am
Forum: Mods
Topic: Sea Block Pack -- Speed up the first hours [0.5.7]
Replies: 2
Views: 4320

Re: Sea Block Pack -- Speed up the first hours [0.5.7]

... So I wouldn't burn any sulfur. Store it for later... I agree, I also hate wasting stuff. So in fact, I initially stored sulfur in a box. However, long before being in a position to be able to actually use it, I removed the mud->landfill factory (to build a bigger one that is also close to the (...
by Bauer
Tue Aug 31, 2021 7:09 am
Forum: Mods
Topic: Sea Block Pack -- Speed up the first hours [0.5.7]
Replies: 2
Views: 4320

Sea Block Pack -- Speed up the first hours [0.5.7]

It took me quite a while to get Sea Block going. I'd like share a few insights that might help you moving a little faster than I did (as a guide). I was told that sea block is designed to go slow. But there is no need to let your factory build up landfill or plates while you binge your way through y...
by Bauer
Mon Aug 30, 2021 11:22 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 151
Views: 166192

Re: mineral water from electrolyser electrode

Seablock is slow (If you are fast, you reach green science in about 6 hours), but well balanced. Maybe some tips: - Landfill from washing plants is a lot more energy efficient. They can be chained to only get salinewater as voidable byproduct. - Green Algae processing 2 is a lot more space efficien...
by Bauer
Mon Aug 30, 2021 8:11 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 151
Views: 166192

Re: mineral water from electrolyser electrode

SO much mineral water that a rather modest slag farming setup of about 20 tier2 electrolysers using the electrode recipe (which produce a total of 15 slag per second, precisely filling a yellow belt) also require 15 cleaning operations per second which nets you 150 mineral water per second - comple...

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