Search found 941 matches

by vanatteveldt
Sun Feb 07, 2016 3:18 pm
Forum: Show your Creations
Topic: My first circuit network: smart FARL train loading
Replies: 2
Views: 8852

My first circuit network: smart FARL train loading

This is my first foray into circuit networks (apart from a pretty trivial indicator light on full chests). My goal: I use the FARL mod to automatically lay track, and generally want to lay track to a new outpost. So, it would be nice if the FARL cargo wagon would always contain what is needed for a ...
by vanatteveldt
Sat Feb 06, 2016 12:56 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 95089

Re: Friday Facts #124 - Steam Status I

I bought the game from the website and have no clue about tiers, so I have no dog in this fight, but I understand the feelings of people who were early supporters, especially if they paid more than needed to get the content. Many games with a strong community / early adopter support have some way of...
by vanatteveldt
Fri Feb 05, 2016 6:52 pm
Forum: Show your Creations
Topic: Belt Balancer
Replies: 20
Views: 35689

Re: Belt Balancer

A right, I was thinking of balancing input lanes, not output lanes. Sorry for the noise :)

(on the plus side, I did have some fun drawing with ascii lines charcters like it's 1985 again!)
by vanatteveldt
Fri Feb 05, 2016 1:13 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 294626

Re: [MOD 0.12.x] Rail Tanker - Liquid transport

I agree, great mod. Barrels are annoying, especially because of the complexity of making sure every outpost has enough empties and preventing drained outposts or their trains from binging on empty barrels.

Seeing the liquid level would indeed make balancing a lot easier.
by vanatteveldt
Fri Feb 05, 2016 9:54 am
Forum: Show your Creations
Topic: Belt Balancer
Replies: 20
Views: 35689

Re: Belt Balancer

Doesn't the good old fashioned single splitter to "3-way merge" work just as well?

Code: Select all

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by vanatteveldt
Thu Feb 04, 2016 9:25 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 467576

Re: Let's see your clever builds

Thanks to DaveMcW, proud to present the productive mining outpost "Iron N1": http://i.amcat.nl/iron+steel.png (in retrospect I should have started the iron mines at the northern edge of the ore field, so it is easier to expand the steel operations... but that will have to wait until I get ...
by vanatteveldt
Wed Feb 03, 2016 3:35 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 467576

Re: Let's see your clever builds

Heh, clever :)

And I guess you can side-load the coal+steel belt onto a underground exit to easily separate the two.

(Now all I need is to find a new coal deposit...)
by vanatteveldt
Wed Feb 03, 2016 11:07 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 467576

Re: Let's see your clever builds

There were some earlier "smelt it where you mine it" threads, with designs to interleave miners and smelters. These were aimed at post-green science, i.e. using medium poles. I just started a new game and didn't want to make a traditional smelter line, so I used underground belts to allow ...
by vanatteveldt
Thu Jan 28, 2016 11:21 am
Forum: Mods
Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
Replies: 139
Views: 146789

Re: [MOD 0.12.1] Supreme Warfare - 1.0.5

[Cross post from the natural evolution thread, sorry for the spam] Question: I'm using this mod in conjunction with the "natural evolution" mod, and I have the feeling that the combination doesn't work very well. Spawners are impossible to kill except with laser turrets or alien ammo, the ...
by vanatteveldt
Wed Jan 27, 2016 6:15 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 328471

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5

Question: I'm using this mod in conjunction with the "total warfare" mod, and I have the feeling that they both up the difficulty. Spawners are impossible to kill except with laser turrets or alien ammo, the artillery from total warfare seems to make hardly a dent - I have the feeling that...
by vanatteveldt
Mon Jan 25, 2016 11:35 pm
Forum: Gameplay Help
Topic: Pumps are being...odd
Replies: 15
Views: 29157

Re: Pumps are being...odd

Interesting. I've never seen performance drop, but then again I don't monitor religiously. How many pipes are an underground pipe again? And do pipes before the join count? (Related, i.e. OT, I just experimented with putting my coal mines and inserters on a separate power network, and that is the be...
by vanatteveldt
Mon Jan 25, 2016 11:32 am
Forum: Show your Creations
Topic: Buffer optimization and compression
Replies: 9
Views: 21693

Re: Buffer optimization and compression

Does anybody know how many (blue) inserters you need to fully load or unload an uncompressed (yellow/red/blue) belt?
by vanatteveldt
Mon Jan 25, 2016 11:29 am
Forum: Gameplay Help
Topic: Pumps are being...odd
Replies: 15
Views: 29157

Re: Pumps are being...odd

Cool, thanks!
by vanatteveldt
Mon Jan 25, 2016 9:17 am
Forum: Gameplay Help
Topic: Pumps are being...odd
Replies: 15
Views: 29157

Re: Pumps are being...odd

In vanilla, you're better off just not going longer than 10 steam engines off of one offshore pump (unless you're doing something more complicated than straight-up steam power). This is probably redundant, but two pumps supplying 20 steam engines on one pipe also works perfectly. I tend to set up s...
by vanatteveldt
Sun Jan 24, 2016 1:51 pm
Forum: Show your Creations
Topic: 8 lane T junction
Replies: 24
Views: 38688

Re: 8 lane T junction

And if I ever need 4 tracks in parallel I would do intersections similar to the little sketch I made below a year ago just for the sake of avoiding additional intersection traffic: Is there any loss of throughput in connecting the lower tracks going straight? It seems that if "most" train...
by vanatteveldt
Wed Jan 20, 2016 9:44 am
Forum: Gameplay Help
Topic: direct insertion from iron to steel furnace
Replies: 4
Views: 15258

Re: direct insertion from iron to steel furnace

Thanks for the links, some really cool stuff there! I have to say that the "smart" solution to make one furnace double as iron -> steel is pretty nifty, but takes almost as much space as two directly connected furnaces. It did make me realize that I can make a setup with controlled buffer,...
by vanatteveldt
Mon Jan 18, 2016 3:21 pm
Forum: Gameplay Help
Topic: direct insertion from iron to steel furnace
Replies: 4
Views: 15258

direct insertion from iron to steel furnace

It just struck me that you might as well dedicate an iron furnace to each steel furnace, since the ratio is 1:1 (5 iron are produced in 5*3.5=17.5 seconds, which is exactly how long steel takes). In early game, that looks something like this: http://i.imgur.com/DbrRJgE.png With electric furnaces, it...
by vanatteveldt
Mon Jan 18, 2016 2:51 pm
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 107785

Re: Splitter not working properly

Okay, I officially don't get it. Why does the second splitter produce such a neat sorted pair? How can the "symmetric" rule that keeps track of a side per type give an "assymetric" outcome?

Or does it depend on the order of the input ?
by vanatteveldt
Sun Jan 17, 2016 11:42 am
Forum: Gameplay Help
Topic: No low power warning on lasers?
Replies: 3
Views: 10307

Re: No low power warning on lasers?

Or you can go solar for your energy infrastructure, to at least remove the possibility of hitting the spiral.* These two are the things that most often force me to reload: (1) running out of energy, causing my energy production to stop, either because of lasers or because of coal mine depletion; and...
by vanatteveldt
Sat Jan 16, 2016 1:19 pm
Forum: Ideas and Suggestions
Topic: Extended "steam age"
Replies: 3
Views: 11397

Re: Extended "steam age"

+1 The current pre-electricity game is more like a chore that you have to get through, not really anything interesting. Burner insterters have some extremely limited use later on, but the whole setup is extremely temporary. What about making electricity a second-tier tech, ie needing green science? ...

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