Search found 178 matches

by MadZuri
Thu Jan 11, 2018 3:19 am
Forum: Resolved Problems and Bugs
Topic: [16.16] Splitter decompress still
Replies: 14
Views: 8121

Re: Splitter inconsistency

This should demonstrate some of the wonkiness with splitters. Way back in... 0.12? this method would output to both belts just fine. It was quite a while ago that it broke.
Image
by MadZuri
Sat Jan 21, 2017 9:50 pm
Forum: General discussion
Topic: Thoughts on proposed Nuclear
Replies: 12
Views: 6492

Re: Thoughts on proposed Nuclear

Thank you everyone for the kind words. The vast majority of the feedback concerning this has been off-site. Elsewhere, I have been accused of wanting this to be too realistic. I've always desired for nuclear power in the game to be magic rocks that just work. I knew that by attempting to make it rea...
by MadZuri
Sun Jan 15, 2017 8:35 pm
Forum: General discussion
Topic: Thoughts on proposed Nuclear
Replies: 12
Views: 6492

Thoughts on proposed Nuclear

A little learning is a dangerous thing ; Drink deep, or taste not the Pierian spring : There shallow draughts intoxicate the brain, And drinking largely sobers us again. Fired at first sight with what the Muse imparts, In fearless youth we tempt the heights of Arts ; While from the bounded level of...
by MadZuri
Fri Nov 04, 2016 8:26 am
Forum: Ideas and Suggestions
Topic: Pull Construction needs from roboports
Replies: 3
Views: 1533

Re: Pull Construction needs from roboports

I'm not talking about insufficient bots, I'm wanting to be able to set as wired values objects missing for construction for each network. Currently, you have to mouse-over the alert in the bottom of the screen to get that (global) data, and manually move things around if it is in an isolated network...
by MadZuri
Fri Nov 04, 2016 4:52 am
Forum: Ideas and Suggestions
Topic: Pull Construction needs from roboports
Replies: 3
Views: 1533

Pull Construction needs from roboports

I think it would be incredibly useful to output construction needs (including missing modules, destroyed buildings, ghosted building missing repair parts, etc.) as one of the signals generated when you connect a wire to a roboport. Currently, you can extract bot counts and logistic supplies, but not...
by MadZuri
Fri Sep 02, 2016 11:28 pm
Forum: General discussion
Topic: Productivity module examination
Replies: 14
Views: 5961

Re: Productivity module examination

TL;DR: (calculations on) prod modules without speed modules to offset the speed penalty are useless. This is absolutely true. The beacon example given is the most effective, but the 1spd3 and 3prod3 per assembler should make overall calculations for the whole system a lot easier. Productivity modul...
by MadZuri
Sat Aug 20, 2016 1:19 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: fractal 2048 belt balancer (and bigger?)
Replies: 99
Views: 147402

Re: 256 fractal belt balancer

This is true dedication right here.
by MadZuri
Sun Aug 14, 2016 3:15 am
Forum: Ideas and Suggestions
Topic: [0.14] Nuclear reactor as part of advanced steam setup
Replies: 8
Views: 4452

Re: [0.14] Nuclear reactor as part of advanced steam setup

Lol, no, I'm not trolling. I'd rather it be just magic dust that works. My complaint was that some people want it super-realistic, but miss the point that to use the exact same tech as 1970's nuclear they have to make a LOT of unrealistic assumptions. Copper abundance doesn't bother me, and neither ...
by MadZuri
Sat Aug 13, 2016 4:38 pm
Forum: Ideas and Suggestions
Topic: [0.14] Nuclear reactor as part of advanced steam setup
Replies: 8
Views: 4452

Re: [0.14] Nuclear reactor as part of advanced steam setup

I like it so far. I gotta say tho, I'm concerned about the fuel cycle. As a former nuclear reactor operator, and nuclear engineering student (long story), I really dislike how the mods that handle nuclear power behave. It involves some astrophysics. There is an incredibly slim chance that some rando...
by MadZuri
Fri Jun 10, 2016 4:23 am
Forum: General discussion
Topic: About Modules & Furnaces - Checking My Arithmetic
Replies: 14
Views: 7283

Re: About Modules & Furnaces - Checking My Arithmetic

@Stede Yes, bots for everything. I even avoid piping fluids around if I can help it. You could do what I do and have multiple, focused oil builds and have the bots carry in barrels, or you could use the barrel mod and move them that way, if you really want to avoid using pipes. My bots also carry or...
by MadZuri
Tue Jun 07, 2016 6:48 am
Forum: General discussion
Topic: About Modules & Furnaces - Checking My Arithmetic
Replies: 14
Views: 7283

Re: About Modules & Furnaces - Checking My Arithmetic

I, for one, am a resource conservative. I care not about the space sprawl of my solar fields, they are an initial investment with infinite payoff, in time, space, and resources. Modules are the same way. They cost a lot, but in less than 10 hours, they pay for themselves. I usually go for the as-clo...
by MadZuri
Sun May 22, 2016 2:29 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 537720

Re: Let's see your clever builds

Yes, to provide enough charging, that is exactly why there are that many.
by MadZuri
Mon May 09, 2016 3:57 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 3-Belt Balancer design challenge
Replies: 17
Views: 25214

Re: 3-Belt Balancer design challenge

Well, when you get to your test save, try using two 8-lane balancers in row anyway. I've scienced it, and it worked for me.
by MadZuri
Mon May 09, 2016 2:40 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 3-Belt Balancer design challenge
Replies: 17
Views: 25214

Re: 3-Belt Balancer design challenge

Here's something I designed for another project that you might be interested in: http://i.imgur.com/8KyALVx.png?1 You should be able to ignore the belt tier differences. Also, in the previous thread, all you need to do is place 2 8-belt balancers sequentially. I haven't gotten around to designing a ...
by MadZuri
Sun May 08, 2016 5:19 pm
Forum: Combinator Creations
Topic: Resource counting with combinators
Replies: 51
Views: 38166

Re: Resource counting with combinators

This is an incredibly useful circuit, and many of us use it for belt counters. Well, something very similar, at the very least.
by MadZuri
Sun May 08, 2016 2:36 am
Forum: Energy Production
Topic: Analog Circuits - Advanced power systems
Replies: 34
Views: 47330

Re: Analog Circuits - Advanced power systems

Oh, you are doing the combined setup. That one actually doesn't work. The reason it doesn't work is because the steam engines aren't always maxed out. They will consume less than max water, leak by the boilers, and heat up the tanks. Also, dropbox is a terrible site to use for pictures, stick to img...
by MadZuri
Fri May 06, 2016 5:02 pm
Forum: Energy Production
Topic: Analog Circuits - Advanced power systems
Replies: 34
Views: 47330

Re: Analog Circuits - Advanced power systems

It is difficult to help without additional information. A screenshot of the setup, as well as a 10 minute view of the power graph, would really help. I'm willing to bet that there are extra power pole connections somewhere. They need to be independent networks, and you can remove wire from poles by ...
by MadZuri
Thu May 05, 2016 2:45 pm
Forum: Energy Production
Topic: Analog Circuits - Advanced power systems
Replies: 34
Views: 47330

Re: Analog Circuits - Advanced power systems

DaveMcW is, of course, right. It is still a good idea to maintain a ratio of 0.84 (or higher) accumulators per solar. Feel free to experiment a bit with the accumulator filter part. The easiest solution is to add more accumulators, but you might want to try to put a single solar panel in the isolate...
by MadZuri
Sat Apr 23, 2016 5:29 am
Forum: Show your Creations
Topic: Chemical Processing Layout
Replies: 10
Views: 51395

Re: Chemical Processing Layout

The design you are basing this off of is my least favorite oil design ever. It contains WAY too many storage tanks, and is completely unbalanced. Smart oil designs only really need a single storage tank for each fluid for the sake of measuring amounts. Also, you should never, ever place crude oil in...
by MadZuri
Mon Jan 18, 2016 6:21 am
Forum: Maps and Scenarios
Topic: Map exchange strings
Replies: 81
Views: 210794

Re: Map exchange strings

I'm sorry, but that last one.... needs more info. For instance, it requires a mod to cross the water, and a Version of RSO for those ores and enemy spawns. How can I tell it is RSO? Ores on the coast and perfect little squares for enemy base spawning.

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