Search found 945 matches

by vanatteveldt
Tue Feb 09, 2016 10:28 am
Forum: Show your Creations
Topic: Double loop station
Replies: 4
Views: 12090

Re: Double loop station

Yes, I currently have no "waiting area" - I guess that would mean either increasing the distance between the loops, or creating a separate waiting area before each of the loops or between the loops. If you want to have room for more than 2 trains per station, is there a better setup for a ...
by vanatteveldt
Tue Feb 09, 2016 9:53 am
Forum: Show your Creations
Topic: Double loop station
Replies: 4
Views: 12090

Double loop station

I was wondering whether the design below is "correct" (i.e. deadlock free and throughput efficient). It wanted to make a double station (oil+coal in this case) on a line with links north and south, which allows trains to either turn around after the station or go straight. So I created two...
by vanatteveldt
Mon Feb 08, 2016 5:46 pm
Forum: Show your Creations
Topic: My first circuit network: smart FARL train loading
Replies: 2
Views: 9226

Re: My first circuit network: smart FARL train loading

A good idea, didn't think of that. So much simpler :)

I have to say the system as it is seems to function well, though, so I'm also happy with my contraption... and that I have finally used combinators!
by vanatteveldt
Mon Feb 08, 2016 5:23 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 540646

Re: Let's see your clever builds

Bart wrote:Due to terrible jpg-compression I have no idea what I'm looking at / what I'm supposed to see...
Post updated!
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: 9226

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: 107620

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: 38190

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: 339057

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: 38190

Re: Belt Balancer

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

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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: 492
Views: 540646

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: 492
Views: 540646

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: 492
Views: 540646

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: 163807

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 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 425026

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: 30530

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: 22695

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: 30530

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: 30530

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: 42211

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: 16914

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,...

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