Search found 945 matches
- Thu Apr 25, 2019 5:33 pm
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 14760
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.
- Thu Apr 25, 2019 4:29 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1.x] Shuttle Train Continued
- Replies: 11
- Views: 6964
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...
- Wed Apr 24, 2019 4:01 pm
- Forum: General discussion
- Topic: [Academic problem] 8 way intersection without roundabout?
- Replies: 13
- Views: 5622
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...
- Wed Apr 24, 2019 1:22 pm
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 14760
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...
- Wed Apr 24, 2019 12:49 pm
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 14760
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...
- Wed Apr 24, 2019 10:59 am
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 14760
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...
- Tue Apr 23, 2019 12:39 pm
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 14760
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...)
(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...)
- Tue Apr 23, 2019 11:34 am
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 14760
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...
- Sun Apr 21, 2019 10:25 pm
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 60384
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 ...
- Thu Apr 18, 2019 2:49 pm
- Forum: General discussion
- Topic: Are Bitters unnecessary?
- Replies: 56
- Views: 20730
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...
- Wed Apr 17, 2019 4:29 pm
- Forum: Railway Setups
- Topic: [0.17.x]Free Combination railway system
- Replies: 9
- Views: 5492
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...
I don't have factorio here, but it would be wonderful to see the new design...
- Wed Apr 17, 2019 4:28 pm
- Forum: General discussion
- Topic: Did the devs abandon this game?
- Replies: 3
- Views: 1893
Did the devs abandon this game?
I meant, 5 days without a new release. Are they celebrating Easter or something?
- Tue Apr 16, 2019 3:53 pm
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 6645
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....
- Mon Apr 15, 2019 9:00 pm
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 6645
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.
I've had success with shipping in steam in one wagon and barreled oil, ammo, repair packs and other goodies in another.
- Sun Apr 14, 2019 10:15 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 3457
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...
- Sat Apr 13, 2019 6:03 pm
- Forum: Energy Production
- Topic: On-site fuel cell production
- Replies: 0
- Views: 1711
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...
- Sat Apr 13, 2019 6:03 pm
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 14760
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?
Can't it be made a bit narrower if you place the turbines vertically somehow?
- Sat Apr 13, 2019 8:03 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24596
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.
- Thu Apr 11, 2019 11:09 pm
- Forum: Railway Setups
- Topic: [0.17.x]Free Combination railway system
- Replies: 9
- Views: 5492
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...
- Thu Apr 11, 2019 10:18 pm
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24596
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...