Search found 130 matches

by JimBarracus
Mon Dec 10, 2018 12:32 pm
Forum: Gameplay Help
Topic: Ensuring trains visit all stops with the same name fairly.
Replies: 14
Views: 245

Re: Ensuring trains visit all stops with the same name fairly.

there is no good vanilla solution for this.
most obvious, produce more.

Your demand seems to be far from that what you can supply.
by JimBarracus
Mon Dec 10, 2018 6:21 am
Forum: Gameplay Help
Topic: Help calculating power requirement
Replies: 7
Views: 119

Re: Help calculating power requirement

The advantage is the maximum power usage for each production unit is set based on number of accumulators x 300k. The production unit cannot draw more so cannot effect any other unit's power. But it also cant draw more power because you calculate the maximum power for this setup. As long as you don'...
by JimBarracus
Wed Dec 05, 2018 12:40 pm
Forum: Ideas and Suggestions
Topic: Rotate screen so I don't have to eradicate biters downhill
Replies: 3
Views: 207

Re: Rotate screen so I don't have to eradicate biters downhill

Image

that jetpack idea sounds stupid/overpowered
If you have trouble being run over by your trains there are blueprints for safe railroad crossings
by JimBarracus
Fri Nov 30, 2018 9:13 am
Forum: Ideas and Suggestions
Topic: Train ID should not change
Replies: 5
Views: 181

Re: Train ID should not change

as a workaround you can use copper wire as an alternative for the train id why copper wire? -stack size 200 -usually not transported by train just put a certain amount in the train to identify it and use circuit condtitions working with the amount of copper wire advantages -not fixed train id -multi...
by JimBarracus
Thu Nov 29, 2018 10:30 am
Forum: Gameplay Help
Topic: problem with loading
Replies: 6
Views: 305

Re: problem with loading

For my dropoff stations (where i'm dropping off ore or whatever) -connect all the chests together for the first wagon. -Connect those chests to the input of an artimatic conbinator -set the combinator Everything < total Space of the chests minus 1 full wagon ( so this might be something like 78k or...
by JimBarracus
Tue Nov 27, 2018 1:06 pm
Forum: Ideas and Suggestions
Topic: Make Nuclear power easier on UPS
Replies: 16
Views: 430

Re: Make Nuclear power easier on UPS

Just. Calculate. Max. Power. It do not needed fluid calculations. What is changed by tick? MaxPower? pipes count or length? fluid consumption? What? No one actually need that fluid simulation in Nuclear... In Oil production, oil & sub-products can have deviations in flows. Nuclear plants. Do. Not. ...
by JimBarracus
Tue Nov 27, 2018 9:20 am
Forum: Ideas and Suggestions
Topic: Make Nuclear power easier on UPS
Replies: 16
Views: 430

Re: Make Nuclear power easier on UPS

it do not need any calculations yet... until fuel gone.... wrong, the game has to calculate the fluids constantly all the water going in and all the steam going to the turbines it can't be simpler than solar because solar does not scale in complexity sunlight is one calculation power output is one ...
by JimBarracus
Thu Nov 22, 2018 7:24 am
Forum: Gameplay Help
Topic: Buffer chest problem
Replies: 13
Views: 383

Re: Buffer chest problem

In what way are buffer chests better at this than storage chests? assumption: you have a bot-based mall you put a bufferchest as the output storage for an assembler you limit the production with a limit for the output inserter you set the request for the produced item to a higher number disasembled...
by JimBarracus
Mon Nov 19, 2018 1:19 pm
Forum: Gameplay Help
Topic: How to fix this bottle neck
Replies: 13
Views: 427

Re: How to fix this bottle neck

Should I make Copper and Iron plates on their own belts yes use splitters and underground belts to split lanes anyway, when you reach green sience this setup will be obsolete. my favorite design is to have 4 parallel belts and then a gap of 2 for the yellow underground belts and then the next 4 bel...
by JimBarracus
Wed Nov 14, 2018 6:31 am
Forum: Balancing
Topic: Nuclear fuel should be better than rocket fuel
Replies: 7
Views: 255

Re: Nuclear fuel should be better than rocket fuel

How is the fuel consumption calculated though, based on distance or time? If it's time then the speed means it's actually more valuable than we take it for. Since the fuel duration is given in time I guess the time counts when the locomotive accelerates/moves at full speed. Anyway, a locomotive fil...
by JimBarracus
Wed Nov 07, 2018 8:13 am
Forum: Ideas and Suggestions
Topic: Condensers
Replies: 18
Views: 493

Re: Condensers

Here is an example plant: https://imgur.com/a/HHmWn This guy is using 24 blue belts of water barrels per 1/2 blue belt fuel cells for a 20GW plant. I'd say water logistics definitely becomes a concern at that level! I would say, that using barrels to feed a nuclear power plant is a bad idea. Especi...
by JimBarracus
Tue Oct 30, 2018 1:01 pm
Forum: Balancing
Topic: Change Rocket Control Unit Recipe
Replies: 3
Views: 627

Re: Change Rocket Control Unit Recipe

Rocket Control Units are basically space computers.
Why would they need electric engines?

Modules are magic anyway and rgb units are just electronics.
by JimBarracus
Tue Oct 30, 2018 12:40 pm
Forum: Ideas and Suggestions
Topic: Steam age
Replies: 25
Views: 1733

Re: Steam age

https://www.insidehighered.com/sites/default/server_files/images/belt_driven_faculty.jpg the first factories had one big steam engine and all the machines inside the factory were belt-driven. Powering single units with dedicated steam engines was never a thing. So it would be more accurate to have ...
by JimBarracus
Tue Oct 30, 2018 12:31 pm
Forum: Gameplay Help
Topic: No Oil
Replies: 13
Views: 585

Re: No Oil

your best chance (without cheating) is to go for coal liquification.
You just need a really small amount of heavy oil to get the process started.

Anyway getting enough science to research it can be tedious.
by JimBarracus
Mon Oct 29, 2018 1:04 pm
Forum: General discussion
Topic: "Big power" options, low UPS hit
Replies: 52
Views: 2372

Re: "Big power" options, low UPS hit

Doesn't a power switch only cost power around the time you change it? Powering up or down beacons being the worst but I assume assembler, mining drills and inserters and so on too. I think that unpowered entities eat ups because they constantly search for power. Idling entities don't. so for exampl...
by JimBarracus
Thu Oct 25, 2018 12:15 pm
Forum: General discussion
Topic: 0.17 Hype?
Replies: 56
Views: 10968

Re: 0.17 Hype?

Hannu wrote:
Wed Sep 05, 2018 1:59 pm
If you make spidertron, please give him 8 legs if there are not any significant difficulties in 8 leg walking compared to 6 legs. Or otherwise it will be insectron, which has not nearly as high street credibility as spidertron.
Spidertron has to have 7 legs just to annoy everyone.
by JimBarracus
Tue Oct 23, 2018 7:52 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 1478

Re: Artillery train nest clearing strategy

to defend captured areas: static turrets with activated train station for resupply new nests are usually small groups which can be taken out immediatly; no growth possible benefit: you save on train station names because you don't need dedicated names for every station. ammo demand is relativly low,...
by JimBarracus
Tue Oct 16, 2018 1:13 pm
Forum: Gameplay Help
Topic: Inserters start new stacks in trains
Replies: 11
Views: 563

Re: Inserters start new stacks in trains

How do you manage unloading with more than twelve items per wagon? Or do you use it as a mobile chest where you grab your material by hand? I usually use one chest for low demand items of which I usually just load one stack and load them with one blue inserter with stack size 1. Stuff like radars or...
by JimBarracus
Tue Oct 16, 2018 11:43 am
Forum: Gameplay Help
Topic: Inserters start new stacks in trains
Replies: 11
Views: 563

Re: Inserters start new stacks in trains

I you want precise amounts of items in the train you need to have stack size set to 1.
Just use cargo wagon filters
have one dedicated stack inserter/chest for one item.
Max 12 item types per wagon.
Use placeholder items if you dont need a full wagon
This is the best and easiest solution.
by JimBarracus
Wed Oct 10, 2018 9:15 am
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 7076

Re: Friday Facts #263 - Trains in blueprints

When you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width. you can place ...

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