Search found 27 matches

by NeuralParity
Wed Nov 20, 2019 4:30 am
Forum: Ideas and Suggestions
Topic: Infinity pipe should automatically match connected fluid.
Replies: 3
Views: 1669

Infinity pipe should automatically match connected fluid.

Now that we have fluid mixing restrictions, why doesn't the infinity pipe automatically match the fluid in the network?

Having to select the correct fluid from the choice of 50+ in a modded game is somewhat annoying/tedious/error prone and completely unnecessary in the majority of use cases.
by NeuralParity
Wed Nov 20, 2019 4:26 am
Forum: Resolved Problems and Bugs
Topic: [0.17.78] Infinity pipe resets to 'At least' when changing percentage
Replies: 2
Views: 3723

Re: [0.17.78] Infinity pipe resets to 'At least' when changing percentage

Now that we have fluid mixing restrictions, why doesn't the infinity pipe automatically match the fluid in the network? Having to select the correct fluid from the choice of 50+ in a modded game is somewhat tedious and could be avoided complete.
by NeuralParity
Fri Sep 20, 2019 3:25 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.17] Sea Block Pack 0.3.7

It is, for the first 30-50 hours, but also very interesting, which route you choose and how it affects the progress. After getting geodes, it gets better. I will not think about the huge requirements for end game. I'm currently at 300 hours without much rush and approaching purple science, blue is ...
by NeuralParity
Mon Jul 22, 2019 5:16 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.17] Sea Block Pack 0.3.5

So are any of you fellow marathon players running a 'clean' SeaBlock, or are you also cheating the walking around by using long reach/squeak through? I'm only about 1/3 the way through green science and I'm already at the point where even maxed out long reach won't reach from one side of my base to ...
by NeuralParity
Sat Jul 20, 2019 1:24 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.17] Sea Block Pack 0.3.5

Ok, then I misunderstood. I thought you crush geodes and only use crushed stone to produce saph/sit, while crystal dust sitting in warehouses. At least for a long period until tech to process is available. But that is maybe long before ferric/cupric is available and you only need a bit of tin/lead,...
by NeuralParity
Thu Jul 18, 2019 12:17 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.17] Sea Block Pack 0.3.5

Regarding saphirite/stiratite from mineralized water, i don't have so much use for only these 2, because i use the ferric and cupric ore sorting, which uses more equal amounts of all ores. It's viable all the way to late game if you're only crystallising the excess mineralised water. Even ferric/cu...
by NeuralParity
Wed Jul 17, 2019 2:27 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.17] Sea Block Pack 0.3.5

Imho landfill is not a long-term thing, you need more or less and eventually nothing. But I agree, its better to produce landfill from geodes directly, if you need it, than producing power and creating landfill from scratch. I just don't want to tie my ore production to landfill, which is distribut...
by NeuralParity
Wed Jul 17, 2019 2:23 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.17] Sea Block Pack 0.3.5

One thing I'm starting to realize is that buffering stuff for later screws the ratios. Yes, its really satisfying to reduce buffering and it still works. This is what i like in seablock and esp. marathon. You need so much resources, that even a big buffer is tiny compared to overall consumption. An...
by NeuralParity
Wed Jul 17, 2019 4:24 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.17] Sea Block Pack 0.3.5

Hello, just started replaying this pack and got to the green algae stage and noticed the recipe was significantly easier. as in just needs regular water and nothing else. Was this an update that I missed? It's a change in Angels mod, which is there since 0.3.4. It's intended. The recipe itself is n...
by NeuralParity
Mon Apr 15, 2019 2:09 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.17] Sea Block Pack 0.3.3

After trying a few "hard" settings I think I like doing 100x science cost but not expensive recipes. It makes research slower than marathon, but doesn't increase the cost of building, so it makes building big both easier and more necessary. I actually quite liked the stupidly expensive st...
by NeuralParity
Sat Mar 16, 2019 10:34 am
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 260340

Re: Stations & other LTN based designs

Yours is interesting but allowing multiple fluids through one pipe has several problems c) 0.17 will even prevent connecting pipes of different fluids Doesn't 0.17 entirely remove the need for any sort of wiring to unloading pumps? Unless you're doing some sort of multi-fluid transfer station, even...
by NeuralParity
Wed Feb 27, 2019 6:48 am
Forum: Ideas and Suggestions
Topic: Add "Read roboport contents" as a roboport circuit network mode of operation.
Replies: 0
Views: 584

Add "Read roboport contents" as a roboport circuit network mode of operation.

The currently available mode of operations are: "Read logistic network contents", and "Read robot statistics". As far as I can tell it is not possible to determine how many/what type of robots and/or repair packs are in a roboport. Proposal: Add a third mode of operation "Re...
by NeuralParity
Thu Dec 06, 2018 9:05 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867545

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Is there any way to override train signals to force a (potentially dangerous) green signal? No, you can only force a red signal. So the moment an automatic train crosses even just one signal it'll never collide with another train? It's a bit disappointing that we don't even have the opportunity to ...
by NeuralParity
Thu Dec 06, 2018 4:18 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867545

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I made a synchroton style intersection (essentially a roundabout that requires all trains on the roundabout to be travelling at 298.1km/h before they're allowed on it) with no rail crossings (just mergers) but the throughput (50 trains/minute) has been rather disappointing. I have an entry signal ti...
by NeuralParity
Wed Nov 28, 2018 11:31 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.16] Sea Block Pack 0.2.17

(or 4 electrolysers into 2 burner crushers into 1 liquifier in the early game) Why would you crush it before the liquifier? That way needs 2x the electrolysers for sludge. Or are we talking mineralized water? We are indeed talking about the early game mineralized water used layout, although it appl...
by NeuralParity
Tue Nov 27, 2018 6:40 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.16] Sea Block Pack 0.2.17

I went for producing a large green algae farm to produce charcoal and burn it. You need a number for electrolysers for this. My spreadsheet tells me this is only optimal on marathon settings due to the massively higher cost of research, building steel costs. In normal mode you can rush to arboretum...
by NeuralParity
Sun Nov 25, 2018 2:23 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.16] Sea Block Pack 0.2.17

Thus you end up spending most of the first 10 hours twiddling your thumbs waiting for stuff to finish, with absolutely nothing you can do to speed things up. The optimal tech order and continual hand-crafting of cellulose fibre means you can solve your power constraints in just under 4 hours. This ...
by NeuralParity
Fri Nov 09, 2018 2:50 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.16] Sea Block Pack 0.2.16

the point was using steam as my main power source where lime is extremely more efficient (less than 500W/50 CO2 for lime vs 5000W/25 CO2 for charcoal) and with an external source of CO2 the efficiency of Carbon easily doubles. You'll be pleased to know that there is now a way to dump lime. It a bit...
by NeuralParity
Sun Oct 28, 2018 1:15 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.16] Sea Block Pack 0.2.16

Somehow he was creating land at around the size of his city blocks. Long reach + spamming increase landfill size until your brush size is half the screen fill in the water very quickly. One balance annoyance that I've found is that once you get Mk2 sniper turrets, you can out-range all worms. Clear...
by NeuralParity
Fri Oct 26, 2018 12:26 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998782

Re: [0.16] Sea Block Pack 0.2.16

On marathon mode however, mineral sludge crystallization is twice as expensive, giving only 47 saphirite at 5.74 MJ/ore (the mineral water setup still produces the same). This makes mineral water better for making saphirite and stiratite on marathon. Aah, that'll be why I'm seeing mineralised water...

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