Search found 17 matches

by BigTrains
Tue Sep 17, 2019 11:38 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 64305

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I've just read through the discussion of pipes and mixing, and it seems like trying to cope with this at construction time is going to be enormously problematic both from an implementation perspective as well as for players (esp. newcomers, blueprint users, etc.) The prior design, which made roundin...
by BigTrains
Mon Nov 26, 2018 8:11 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: I have sent over 50,000 satellites.
Replies: 41
Views: 29895

Re: I have sent over 50,000 satellites.

It's also fun to batch 'em up for simultaneous launches. (This 750-rocket launch took me from 65144 satellites to 65894 :) ...)

BigLaunch-01.jpg
BigLaunch-01.jpg (1.51 MiB) Viewed 6373 times
by BigTrains
Mon Nov 26, 2018 8:03 am
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 6629

Re: Megabase in progress

1M science/hour is very big -- I can't think of seeing any bases quite that large. My gigatrain base is one of the larger ones, at 10K science/minute (600K/hour, or 1 rocket every 6 seconds). I stopped scaling it when I reached !)K SPM since performance was suffering. (For huge bases, the number of ...
by BigTrains
Mon Nov 26, 2018 7:42 am
Forum: Ideas and Suggestions
Topic: Player should be injured by nearby rocket launches
Replies: 2
Views: 1204

Player should be injured by nearby rocket launches

A player standing too close to a rocket launch should be harmed by the rocket's fire.

And someone standing in the middle of 750 launching rockets should be incinerated. :)

BigLaunch-03.jpg
BigLaunch-03.jpg (1.54 MiB) Viewed 1204 times
by BigTrains
Mon Nov 26, 2018 7:13 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 23608

Re: Gigatrains: 720-car trains supplying a 10K science/min base

Out of curiosity, I tried launching 750 rockets simultaneously. Here's a screen shot of the launch, and this post also has an screen shot from one where the row launch times are staggered.

BigLaunch-01.jpg
BigLaunch-01.jpg (1.51 MiB) Viewed 20517 times
by BigTrains
Mon Nov 26, 2018 7:06 am
Forum: Show your Creations
Topic: Max rockets in flight? (Screenshots of a 750-rocket launch...)
Replies: 1
Views: 2547

Max rockets in flight? (Screenshots of a 750-rocket launch...)

I was curious about how many rockets can be in flight at once, so I set up a 750-rocket simultaneous launch which the game handles just fine (screenshots below). Has anyone tried a bigger launch? P.S. If anyone is curious, the factory that set up the launch is designed to scale by increasing the len...
by BigTrains
Sun Oct 28, 2018 6:17 am
Forum: Technical Help
Topic: UPS hit from "Artillery Shell Range" research
Replies: 7
Views: 3154

Re: UPS hit from "Artillery Shell Range" research

I think the UPS drop resulted from the (major) enlargement of the explored map area, including associated tracking of biters/etc. Previously, only a small distance beyond the walls of my factory could be seen in the map view. At least for solar fields that don't pollute, I assume the generated regio...
by BigTrains
Fri Oct 26, 2018 7:49 am
Forum: Ideas and Suggestions
Topic: Late stage feedback/balancing/issues
Replies: 15
Views: 3694

Late stage feedback/balancing/issues

I've played for a few hundred hours, and think the game is incredible. Still, there are some tasks that seem unnecessarily cumbersome later in the game (and, yes, I know some of these can be addressed via mods): Long-distance character movement. Riding trains huge distances is tedious. A faster char...
by BigTrains
Fri Oct 26, 2018 7:38 am
Forum: Technical Help
Topic: UPS hit from "Artillery Shell Range" research
Replies: 7
Views: 3154

UPS hit from "Artillery Shell Range" research

Has anyone else found that doing 'artillery shell range research' caused a hit to UPS (in a very large base). I hoped doing a bunch of artillery shell range research might help UPS by clearing out biter nests near my base, so I researched it up to level 10. Instead of helping, however, this seems to...
by BigTrains
Fri Oct 26, 2018 7:17 am
Forum: Won't fix.
Topic: [0.16.51] Mining construction robots resets their power
Replies: 1
Views: 948

[0.16.51] Mining construction robots resets their power

Not sure if this a bug, a cheat, or correct operation... When building with a personal roboport whose batteries are out, the robots wait around the player until there's enough electricity to charge. A cheat/bug to skip this delay is to simply mine the robot (right click with the mouse). This brings ...
by BigTrains
Fri Oct 26, 2018 7:12 am
Forum: Not a bug
Topic: [0.16.51] Train stop train summary - stations are mis-ordered
Replies: 4
Views: 1713

[0.16.51] Train stop train summary - stations are mis-ordered

When clicking on a train stop, a dialog box pops up with information abut the stop. In this dialog, there is a section "trains with this stop". In that section, the list of stops under the map are in a different order from the stops in the train schedule.
by BigTrains
Fri Oct 26, 2018 7:07 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 23608

Re: Gigatrains: 720-car trains supplying a 10K science/min base

This unit produces nuclear fuel to power the trains. Each train needs 480 nuclear fuel to get started, since there are 120 engines which each carry 3 fuel + 1 being burned. After that, I have so many locomotives going that they burn through a good amount of fuel. As I noted in my main post, nuclear ...
by BigTrains
Fri Oct 26, 2018 6:52 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 23608

Re: Gigatrains: 720-car trains supplying a 10K science/min base

For bootstrapping this monster, the largest pre-construction task was building ~150K modules required. Each of the 60 chunks takes 1.3K productivity 3 modules and 1.2K speed 3. Although level 3 modules take a lot of raw ingredients, they're easy to transport, so I build this off on the western edge ...
by BigTrains
Mon Oct 22, 2018 5:02 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 23608

Re: Gigatrains: 720-car trains supplying a 10K science/min base

My bootstrap factory is in the center, surrounded by fields of solar & accumulators:
BootstrapFactory-Solar.jpg
BootstrapFactory-Solar.jpg (911.75 KiB) Viewed 21362 times
The solar fields pretty much all follow the same blueprint, which looks like this:
Solar-ZoomIn.jpg
Solar-ZoomIn.jpg (1.62 MiB) Viewed 21362 times
by BigTrains
Fri Oct 19, 2018 9:43 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 23608

Re: Gigatrains: 720-car trains supplying a 10K science/min base

Have you ever thought about how to park a 720-car train while working on your base? Here's a my 4-train parking structure with trains in it. (To expand to longer trains, I just add more loops.) TrainParkingWithTrain.jpg It's a bit easier to see in the map view (with the mouse pointing to one train s...
by BigTrains
Thu Oct 18, 2018 11:12 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 23608

Re: Gigatrains: 720-car trains supplying a 10K science/min base

In case anyone is wondering, the real world's longest train is 690 cars ... which is partly why I kept going to 720 cars. Here's a photo of the complete science construction area: OverallFactory.jpg And this shows one chunk: OneFactoryChunk.jpg The blueprint exceeds the 60000 character limitation of...
by BigTrains
Thu Oct 18, 2018 10:11 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Gigatrains: 720-car trains supplying a 10K science/min base
Replies: 21
Views: 23608

Gigatrains: 720-car trains supplying a 10K science/min base

Instead of scaling by adding more trains, I wondered what would happen if I scaled by making *longer* trains. It actually works great! And it's hilarious to watch. My base currently launches a rocket produces 10K science/min (including one rocket launch every 6 game seconds) using just a handful of ...

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