Search found 941 matches

by vanatteveldt
Wed Apr 24, 2019 12:49 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 10036

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: 10036

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: 10036

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...)
by vanatteveldt
Tue Apr 23, 2019 11:34 am
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 10036

Re: Remote Buildable Tileable Nuclear Power Station

I was trying to design a tileable plant along these lines as well, and I think that you are not using optimal ratios, right? If i understand the 'nuclear ratios' post correctly, for every 2 reactors you need 32 exchangers, but you only include 24 per pair. I suppose that does make the fluid piping a...
by vanatteveldt
Sun Apr 21, 2019 10:25 pm
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 48645

Re: Supression of the size shift of electric furnaces

The two reasons for using electric surfaces are (1) to make the logistics easier (no coal needed, so no use to have a belt/lane of coal, and especially easier to steel or smallish quantities of e.g. bricks) and (2) to use modules. If you already have coal nearby and no need for modules (yet), there ...
by vanatteveldt
Thu Apr 18, 2019 2:49 pm
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 56
Views: 13222

Re: Are Bitters unnecessary?

They are also a way to use resources to scrub pollution and create a circular economy. Producing widgets creates pollution. Biter nests convert pollution to biters. Turrets consume widgets (ammo, oil, electricity*) and biters. Hence, biters allow you to dedicate a proportion of your production to sc...
by vanatteveldt
Wed Apr 17, 2019 4:29 pm
Forum: Railway Setups
Topic: [0.17.x]Free Combination railway system
Replies: 9
Views: 3965

Re: [0.17.x]Free Combination railway system

So were we both right? :)

I don't have factorio here, but it would be wonderful to see the new design...
by vanatteveldt
Wed Apr 17, 2019 4:28 pm
Forum: General discussion
Topic: Did the devs abandon this game?
Replies: 3
Views: 1360

Did the devs abandon this game?

I meant, 5 days without a new release. Are they celebrating Easter or something?

;-)
by vanatteveldt
Tue Apr 16, 2019 3:53 pm
Forum: General discussion
Topic: Minimal nuclear power for artillery outpost?
Replies: 23
Views: 4139

Re: Minimal nuclear power for artillery outpost?

[..]But I want to eventually migrate from Railworld-style settings (no expansion) to more normal ones where I have to worry about biters expanding and chewing on power poles... which could leave an outpost without power at a critical moment. @vanatteveldt, thanks I'll consider adding flame turrets....
by vanatteveldt
Mon Apr 15, 2019 9:00 pm
Forum: General discussion
Topic: Minimal nuclear power for artillery outpost?
Replies: 23
Views: 4139

Re: Minimal nuclear power for artillery outpost?

For dealing with large waves I think shipping in some oil and adding flame turrets is more effective.

I've had success with shipping in steam in one wagon and barreled oil, ammo, repair packs and other goodies in another.
by vanatteveldt
Sun Apr 14, 2019 10:15 am
Forum: General discussion
Topic: Question on optimisation
Replies: 13
Views: 2223

Re: Question on optimisation

Are materials constantly moving through the storage? I'm guessing a bit but I think it should not consume that much of time. Inserters will fall asleep when there is nothing to do so when receiving chests become full all the inserters should be sleeping and they won't consume update cycles until wo...
by vanatteveldt
Sat Apr 13, 2019 6:03 pm
Forum: Energy Production
Topic: On-site fuel cell production
Replies: 0
Views: 1238

On-site fuel cell production

I often centralize uranium processing and ship nuclear fuel cells to my plants and spent rods back. However, since Kovarex is 'so damn good' and U235 is mostly free in the end game we might as well produce the fuel cells locally from ore and plates. https://i.imgur.com/PJ5WZSh.png (Of course, feel f...
by vanatteveldt
Sat Apr 13, 2019 6:03 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 10036

Re: Remote Buildable Tileable Nuclear Power Station

Cool idea. I guess if you make a supply train with the needed materials (including landfill) you can indeed just fill up the ocean with plants like this. Will try this out sometime :)

Can't it be made a bit narrower if you place the turbines vertically somehow?
by vanatteveldt
Sat Apr 13, 2019 8:03 am
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 15973

Re: What mods are you using - and why?

the shuttle train mod simply adds some ease of use for pax trains. You still make the train and stations, but you can easily call the shuttle train to a station, and when you get in it gives a pop-up with stations you can go to.
by vanatteveldt
Thu Apr 11, 2019 11:09 pm
Forum: Railway Setups
Topic: [0.17.x]Free Combination railway system
Replies: 9
Views: 3965

Re: [0.17.x]Free Combination railway system

Cool idea. At least it will look nicer than the standard square designs, and I like the combination of 4-lane system with 3-way junctions. Looking at high-performing 4 way junctions, it might actually be good to allow the outer lanes to also turn right, but with a separate (buffered) track, so you c...
by vanatteveldt
Thu Apr 11, 2019 10:18 pm
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 15973

Re: What mods are you using - and why?

I don't want to change vanilla gameplay where I can avoid, so I use: Creative Mod - to test out / plain designs Helmod - for ratios and calculations Bottleneck - to see what's working FARL - does change gameplay, but I can't be bothered to manually build long stretches of rail Personal Shuttle Train...
by vanatteveldt
Tue Apr 02, 2019 1:53 pm
Forum: Energy Production
Topic: Minimalist 279MW nuclear reactor
Replies: 2
Views: 1822

Re: Minimalist 279MW nuclear rector

Nice! I was fiddling with new (non-smart) reactors as well, but didn't dare go below 2x2 :-). But you're right that the neighbour bonus is more of a gimmick once you have kovarex up and running... PS, if you're being minimalist, why not go for 2 reactors? Also, not 100% sure about dropping the pipes...
by vanatteveldt
Mon Apr 01, 2019 3:02 pm
Forum: General discussion
Topic: .17 impression so far
Replies: 5
Views: 1129

Re: .17 impression so far

Hmm, I play either peaceful or death world. If I just want to design a factory I just want to skip the whole nest clearing part...
by vanatteveldt
Mon Apr 01, 2019 11:36 am
Forum: General discussion
Topic: .17 impression so far
Replies: 5
Views: 1129

.17 impression so far

I love 0.17! I started a death world with very infrequent / very rich deposits, and I'm having great fun. Got some nasty suprises when spitter AoE started killing my electricity poles which were next to my turrets. Only launched 11 sattelites so far, working on artillery range... Things I love? - Co...
by vanatteveldt
Mon Mar 25, 2019 7:30 pm
Forum: Gameplay Help
Topic: Yellow highlight in train cargo slots
Replies: 0
Views: 362

Yellow highlight in train cargo slots

Not sure if this is a bug or a feature I don't understand yet :) https://i.imgur.com/x9QDvjM.png When I middle-click a slot to reserve it, it becomes yellow even after the selection is made (see screenshot above). I can't figure out a purpose for the yellow slots, so I'm guessing the activate/highli...

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