You don't even have to heat the oil if you just want to dispose of it. Steam engines will happily dispose of 25C oil for you.
Idea: make the steam engine a more generic "fluid+electricity" building, but it USES electricity to dispose of oil instead of producing electricity from hot water.
Search found 1362 matches
- Fri Feb 21, 2014 3:03 pm
- Forum: Not a bug
- Topic: [0.9] Oil makes steam
- Replies: 6
- Views: 5937
- Fri Feb 21, 2014 3:01 pm
- Forum: Ideas and Suggestions
- Topic: hotkeys for rational zoom ratios
- Replies: 7
- Views: 4514
hotkeys for rational zoom ratios
Smooth zooming with the mouse is nice for gameplay, but sucks for screenshots. I'd love to have hotkeys (+/- or pgup/pgdn by default, probably) to zoom in and out to specific ratios. Here's a list of zoom levels that I might want on that list: 0.125 0.25 0.375 0.5 0.75 1 1.5 2 (I'd probably choose t...
- Fri Feb 21, 2014 2:50 pm
- Forum: General discussion
- Topic: Has nothing to do now
- Replies: 17
- Views: 8514
Re: Has nothing to do now
If you've beaten the freeplay mode, try the challenge scenarios and campaigns. Or make up your own challenges. Start a map with low/low/low copper deposits and see how your strategies change.
- Fri Feb 21, 2014 2:30 pm
- Forum: Ideas and Suggestions
- Topic: weighted splinters
- Replies: 8
- Views: 3851
Re: weighted splinters
I agree that a ratio GUI would be nice.
Until that happens, here's another partial solution for you. The first exit on the left gets 1/4 of the items. The next left and the bottom get 3/8 each. This solution requires more splitters for each exit, but does not require more belts for the main line.
Until that happens, here's another partial solution for you. The first exit on the left gets 1/4 of the items. The next left and the bottom get 3/8 each. This solution requires more splitters for each exit, but does not require more belts for the main line.
- Fri Feb 21, 2014 2:25 pm
- Forum: Show your Creations
- Topic: nothing special, just starting a new base with science 1/2
- Replies: 10
- Views: 15598
Re: nothing special, just starting a new base with science 1
Puting copper wire on belt doesn't make sense. Produce it always directly. You're the second person to tell me this. I hate micro-managing the copper wire production (it's one of the only thing that requires fast inserters, fast belt corners, etc) so I choose to centralize it and do it just once. H...
- Fri Feb 21, 2014 5:49 am
- Forum: Show your Creations
- Topic: nothing special, just starting a new base with science 1/2
- Replies: 10
- Views: 15598
nothing special, just starting a new base with science 1/2
The gear and circuit production are both overkill, but will be put to good use a bit further down the line.
- Fri Feb 21, 2014 4:36 am
- Forum: Minor issues
- Topic: [0.9.0] unfair liquid allocation in small network
- Replies: 3
- Views: 5645
[0.9.0] unfair liquid allocation in small network
In the attached screenshot, any configuration where the two chemical plants that want sulfuric acid are connected to separate outputs of the plant above them, only one of them (the left one, in most cases) gets any liquid at all, while the other remains empty. Connecting the pipes together as shown ...
- Fri Feb 21, 2014 3:06 am
- Forum: Ideas and Suggestions
- Topic: Scale up info icon when zoomed out
- Replies: 0
- Views: 2663
Scale up info icon when zoomed out
When using the additional info view, the icon on an building is 1/2 the size of the building. When zoomed in, this works nicely, because it still shows the edges of the building, any inputs/outputs it might have, whether it's running or not, etc. However, when zoomed out, most of that detail is indi...
- Thu Feb 20, 2014 10:50 pm
- Forum: Show your Creations
- Topic: Early game chests are for suckers
- Replies: 6
- Views: 11157
Re: Early game chests are for suckers
I don't think the chained setup will output all of its resources, only the last one will output, the others will just feed each other fuel.
- Thu Feb 20, 2014 9:54 pm
- Forum: Modding help
- Topic: why does onload fire every few minutes, but not at the start
- Replies: 2
- Views: 1172
Re: why does onload fire every few minutes, but not at the s
But it's NOT firing when I load a saved game manually.
- Thu Feb 20, 2014 9:53 pm
- Forum: Show your Creations
- Topic: Early game chests are for suckers
- Replies: 6
- Views: 11157
Re: Early game chests are for suckers
Only ctrl+click will work, abusing the fact that ctrl+click will take fuel if the output slot is empty.
- Thu Feb 20, 2014 9:34 pm
- Forum: Implemented Suggestions
- Topic: Fix the transport belts already
- Replies: 10
- Views: 5179
Re: Fix the transport belts already
Some of us like dealing with the emergent efficiency concerns of simulation rules.
https://wiki.openttd.org/Corners
If the slow-down in a turn bothers you, use fewer turns!
https://wiki.openttd.org/Corners
If the slow-down in a turn bothers you, use fewer turns!
- Thu Feb 20, 2014 9:32 pm
- Forum: Gameplay Help
- Topic: Full Map ScreenShot
- Replies: 2
- Views: 4221
Re: Full Map ScreenShot
Open the console and type "game.player.zoom=0.1"
The limit for zoom out with the mouse is 0.2, and the game gets slower the further you zoom out. Do not try zooming past about 0.02 or you'll regret it.
The limit for zoom out with the mouse is 0.2, and the game gets slower the further you zoom out. Do not try zooming past about 0.02 or you'll regret it.
- Thu Feb 20, 2014 9:10 pm
- Forum: Show your Creations
- Topic: Early game chests are for suckers
- Replies: 6
- Views: 11157
Early game chests are for suckers
I had previously included a bunch of wooden chests in my early game strategy, one chest per miner, because that's what the tutorial teaches you to do. I've just discovered two different ways to avoid using chests, and now I feel dumb. Hopefully this will help someone else!
- Thu Feb 20, 2014 9:03 pm
- Forum: Modding help
- Topic: why does onload fire every few minutes, but not at the start
- Replies: 2
- Views: 1172
why does onload fire every few minutes, but not at the start
Code: Select all
game.onload (function()
game.player.print("Hello World")
end)
- Thu Feb 20, 2014 6:25 am
- Forum: Show your Creations
- Topic: Another tiny science pack 2 assembly line
- Replies: 6
- Views: 11616
Re: Another tiny science pack 2 assembly line
Here's the smallest green science assembly line I've made in 0.9
I have an idea to condense it slightly by rearranging the assemblers into a 2x4 grid with more shared conveyor space, but 1x8 works just fine for me.
I have an idea to condense it slightly by rearranging the assemblers into a 2x4 grid with more shared conveyor space, but 1x8 works just fine for me.
- Thu Feb 20, 2014 3:12 am
- Forum: Modding help
- Topic: How might I make a custom item-moving entity?
- Replies: 3
- Views: 1801
Re: How might I make a custom item-moving entity?
I want to make a splitter that spits things at a 90 degree angle, instead of two parallel paths.
Or a 90 degree inserter.
Or a 90 degree inserter.
- Thu Feb 20, 2014 12:26 am
- Forum: Modding help
- Topic: How might I make a custom item-moving entity?
- Replies: 3
- Views: 1801
How might I make a custom item-moving entity?
Say I want to make something like an inserter or a splitter, but a different shape or functionality. Is there enough functionality exposed to do that? Can someone point me in the right direction?
- Wed Feb 19, 2014 11:49 pm
- Forum: Releases
- Topic: Version 0.9.0
- Replies: 62
- Views: 49025
Re: Version 0.9.0
So.. pipes have windows, but they work only in alt mode? Do iron covers slide over the windows while in non-alt mode, or the pipes just look dry? some pipe tiles have windows, which are always open and show the motion/color(/level?) of the liquid. other pipe tiles don't have windows, and show a flu...
- Wed Feb 19, 2014 11:47 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.9.0 experimental release burner inserter
- Replies: 6
- Views: 2222
Re: 0.9.0 experimental release burner inserter
Have you played the supply challenge? I use burner inserters for about the first 10-20 minutes there.BurnHard wrote:Who uses burner inserters at all?