Search found 938 matches

by vanatteveldt
Wed May 08, 2019 8:51 am
Forum: Gameplay Help
Topic: Problem with inserters and furnaces
Replies: 7
Views: 1172

Re: Problem with inserters and furnaces

Or you have a mixed coal / ore input belt and put the furnaces next to each other so they both draw from the same belt. You get very long smelter lines this way, but it has the same width as other smelters which can be an advantage.
by vanatteveldt
Tue May 07, 2019 11:30 am
Forum: General discussion
Topic: Forts or walls
Replies: 28
Views: 4552

Re: Forts or walls

Sounds fun, I'll have a try when I get game time again :)

Couldn't you even place some 'tripwire' lasers a bit further out, and rely on mines + flames for real defense? Somehow I dislike lasers, they feel too cheaty...
by vanatteveldt
Tue May 07, 2019 8:18 am
Forum: General discussion
Topic: Forts or walls
Replies: 28
Views: 4552

Re: Forts or walls

Land mines sound cool :) Are there good ways to detect an attack? I guess you could use oil use from flamethrower (tank level goes down), ammo use by gun turret (belt moves), laser turret accumulator draw. Do people use anything like this, or is "once every 10 minutes" fine, and replace th...
by vanatteveldt
Tue Apr 30, 2019 12:13 pm
Forum: General discussion
Topic: Forts or walls
Replies: 28
Views: 4552

Re: Forts or walls

I used to be a walls guy, but as said, artillery outposts are a dramatic (and good) change in expansion and defense. In my current game I'm using artillery outposts with artillery turrets plus flame and gun turrets for defense. The resupply train has one wagon (with ammo, repair packs, barrels, etc)...
by vanatteveldt
Tue Apr 30, 2019 11:59 am
Forum: Ideas and Suggestions
Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
Replies: 36
Views: 1035

Re: Precision on production statistics

Well I agree that that suggestion is a great idea, but it seems that my fellow Dutchman wants to improve on overall factory balancing and throughput, whereas my suggestion is aimed at optimizing single designs... (also, his suggestion seems like quite a GUI challenge, while my suggestion should be a...
by vanatteveldt
Mon Apr 29, 2019 9:28 pm
Forum: Ideas and Suggestions
Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
Replies: 36
Views: 1035

Precision on production statistics

When designing plants in creative mode, I generally want to ensure optimal production for some configuration. For low numbers, you can check whether production matches the statistics in the [p] screen. However, for numbers >1k it goes into scientific notation, meaning we can't see whether we're prod...
by vanatteveldt
Sun Apr 28, 2019 6:49 pm
Forum: Energy Production
Topic: Tileable exchanger setup for 2xN reactor
Replies: 8
Views: 1982

Re: Tileable exchanger setup for 2xN reactor

@OP cool design, interseting way to approach it. I think you would need to put more than one offshore pump on each water pipe as 16 exchangers need over 1600 water per second, which is more than a single offshore pump can provide. I also have a tileable solution per 4 reactors here: https://forums.f...
by vanatteveldt
Sun Apr 28, 2019 6:16 pm
Forum: Show your Creations
Topic: Neuclear Landfill?
Replies: 1
Views: 1094

Re: Neuclear Landfill?

Cool!

See also the discussion over here: viewtopic.php?f=208&t=69428
by vanatteveldt
Fri Apr 26, 2019 4:23 pm
Forum: General discussion
Topic: How to do Outpost Expansion in a non tedious way?
Replies: 13
Views: 1682

Re: How to do Outpost Expansion in a non tedious way?

But I also say that my way may or may not suit your playstyle. If you mastered automatic supply trains and the entire infrastructure behind it then you might be a lot more happy with that. The way I set it up is relatively simple: 1- All stations of the same type (mining outpost, defensive outpost,...
by vanatteveldt
Fri Apr 26, 2019 11:15 am
Forum: General discussion
Topic: How to do Outpost Expansion in a non tedious way?
Replies: 13
Views: 1682

Re: How to do Outpost Expansion in a non tedious way?

@MeduSalem

Very interesting, I thought it would be hopeless, but you've convinced me to go and try as soon as I get back home in a couple weeks. I use automatic supply train to outposts, so I guess they could actually double as buffers.
by vanatteveldt
Fri Apr 26, 2019 11:12 am
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 56
Views: 10482

Re: Are Bitters unnecessary?

I could see (unupgraded) Artillery made weaker : shorter ranged (and worms longer-ranged, so that behemoth worms can duel with it, at least on automatic fire), moved to late blue / early yellow science ; and rocket-launched, unlimited-range ICBM's added as an end-game weapon : I think artillery is ...
by vanatteveldt
Thu Apr 25, 2019 10:47 pm
Forum: General discussion
Topic: How to do Outpost Expansion in a non tedious way?
Replies: 13
Views: 1682

Re: How to do Outpost Expansion in a non tedious way?

But for Vanilla the way I am doing it is that I use roboports in parallel of the railtrack. Basically blueprints of straight/interseciton/curved railsections that also contain roboports and also radars... making it possible for me to expand the railnetwork remotely over the mapscreen without having...
by vanatteveldt
Thu Apr 25, 2019 8:50 pm
Forum: General discussion
Topic: How to do Outpost Expansion in a non tedious way?
Replies: 13
Views: 1682

Re: How to do Outpost Expansion in a non tedious way?

I think two elements are important: 1) Really big ore patches. Get those sliders all up to max, and explore primarily in one direction to get distance 2) Semi-Automatic building of outposts. The best I got was driving there with FARL, then setup a 'bare bones' outpost myself which contains the train...
by vanatteveldt
Thu Apr 25, 2019 5:33 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 8545

Re: Remote Buildable Tileable Nuclear Power Station

Yeah, I did the same: I made a spacer (with hazard concrete) that shows the location of the reactions, trenches, and outer limit; and a landfill blueprint that you can just plop down over a (partial) lake.
by vanatteveldt
Thu Apr 25, 2019 4:29 pm
Forum: Mods
Topic: [MOD 0.17 - 1.1.x] Shuttle Train Continued
Replies: 11
Views: 3667

Re: [MOD 0.17.x] Shuttle Train Continued

Thanks for making / updating this mod! Question: I want to do "positive filter", i.e. specify which stations I want to include rather than exclude. Quite simply, all my PAX stations start with A (so they're sorted to top), so I'd like to set the filter to exclude everything except stations...
by vanatteveldt
Wed Apr 24, 2019 4:01 pm
Forum: General discussion
Topic: [Academic problem] 8 way intersection without roundabout?
Replies: 13
Views: 2458

Re: [Academic problem] 8 way intersection without roundabout?

The general pattern for designing a high-throughput intersection seems to be: For each incoming line: 1- branch off separate tracks for each direction it could go to (normally 3, here 7) 2- provide a buffer 3- go to destination while crossing a minimum number of other tracks 4- provide a buffer 5- m...
by vanatteveldt
Wed Apr 24, 2019 1:22 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 8545

Re: Remote Buildable Tileable Nuclear Power Station

Just a small reminder: for this to be remote buildable you will need radar coverage. Is there room to add radars to the design? Whoops, never thought about that. Good thing, the answer is 'yes'. You can place a radar next to the roboport close to the channel, which provides enough coverage. I haven...
by vanatteveldt
Wed Apr 24, 2019 12:49 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 8545

Re: Remote Buildable Tileable Nuclear Power Station

OK, that was actually easier than expected. Had to fiddle a bit with the pumps and layout to get something pleasing, but quite happy with the result. Setup: - Chunks of 2x4 reactors, i.e. 4 on each side. This should give 640MW, it gives 638-639, but I guess that's good enough for now. - 64 heat exch...
by vanatteveldt
Wed Apr 24, 2019 10:59 am
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 8545

Re: Remote Buildable Tileable Nuclear Power Station

Cool design. I was trying to get a nice 2x4 working. I was trying 'banks' of 8 reactors as that is very easy for the fluid dynamics and each reactor needs 2x8 exchangers, but it was quite bulky and hard to find room for the pumps. Every reactor needs 103.1 fluid input/output, so it's quite constrain...
by vanatteveldt
Tue Apr 23, 2019 12:39 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 8545

Re: Remote Buildable Tileable Nuclear Power Station

Makes sense. I'll see if I can find a way to use 3 pumps per side, but I guess that might be a challenge :)

(the nice thing is, of course, nothing is ultimately scarce in the end, except maybe UPS. So whether you are optimizing simplicity, elegance, U235, space use, etc, is up to you...)

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