Search found 182 matches
- Sun Nov 28, 2021 7:36 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 9449
Re: Belt saturation detector/counter
theory practice mismatch. In practice I saw 3 problems : 1) more output than input => require extra lane for output. 2) make sure steel receive enough iron => require balanced lane. 3) not having yellow furnace => require little buffer between furnace and output belt In my example there are some fu...
- Sun Nov 28, 2021 5:45 am
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10215
Re: Circuits in the eyes of the "beginner", a 2k hour game
@mmmPII quickly looked at 4-5 different videos. Everything is much more complicated for me. Thank you anyway. @Tertius 35 years. good time... :)I haven't even lived that long yet. :) Clear, beautiful language; thank you. This is an ocean, it will take many fathoms. I even run trains with double head...
- Sat Nov 27, 2021 7:48 pm
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10215
Re: Circuits in the eyes of the "beginner", a 2k hour game
dear @bilka wiki is an excellent tutorial, very good resource. but everyone agrees that: "understanding" something in this life is different from "understanding" something in "practice". (Training with experience is more beneficial.) The driver's teacher may be very goo...
- Sat Nov 27, 2021 7:38 pm
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10215
Re: Circuits in the eyes of the "beginner", a 2k hour game
https://i.imgur.com/KtWNzfm.png I find it rather unsurprising that an advanced tutorial isn't understandable for beginners. That's like never having written a line of code and then complaining that you don't understand https://wiki.factorio.com/Types/NoiseExpression. -This is never a 'criticism'. J...
- Sat Nov 27, 2021 7:18 pm
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10215
- Sat Nov 27, 2021 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Add cambinator training to the in-game tutorial.
- Replies: 8
- Views: 1753
Re: Add cambinator training to the in-game tutorial.
https://i.hizliresim.com/gy4vbnl.jpg https://i.hizliresim.com/ah4ny0x.jpg https://i.hizliresim.com/m2kz1u7.jpg https://i.hizliresim.com/kqakn51.jpg 1. Question: What is the difference between pictures a1-a2? For me: a1 and b1: simple, useful, understandable. a2 and b2: complex, difficult, the diffe...
- Fri Nov 26, 2021 4:43 pm
- Forum: Ideas and Suggestions
- Topic: Add cambinator training to the in-game tutorial.
- Replies: 8
- Views: 1753
Re: Add cambinator training to the in-game tutorial.
Very briefly, for example: What is the difference between a simple x>10k (x for example liquid) i>20 (charge) directly connected to a pump/switch etc., with an SR latch? What's the point of using mixed things when you can do without a combiner? What am I missing? What I really want is that many syst...
- Fri Nov 26, 2021 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Add cambinator training to the in-game tutorial.
- Replies: 8
- Views: 1753
Add cambinator training to the in-game tutorial.
Even though I've been playing for 2 years, there are things I can't fully grasp, especially "Combinators"; sushi belts etc... There's a nice wiki on the web and in-game, lots of information on the web. There are tutorial channels on youtube. I'm aware of all of them, but the things learned...
- Thu Nov 25, 2021 6:32 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5076
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
https://i.hizliresim.com/cm1pnmw.png https://i.hizliresim.com/bbxozvj.png Thank you to everyone who took an interest and commented. In my game, I used the 2x2 reactor with solar panels as a backup energy source for a long time. But I have never tried the 2x4 setup in the game. In my final tests, wh...
- Thu Nov 25, 2021 3:52 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5076
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
In fact, the fact that it can be done seems appropriate in practice and theory. Because I managed to gain 486-489MW in my cheat mode tests and 1.1 Gw in 2x4 setup. The plans I saw only made me suspicious, I wanted to be sure. As @mrvn pointed out, I don't think I have any loss either: but I'm still...
- Thu Nov 25, 2021 6:03 am
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5076
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
Reactors can heat up to 999 or 1000 degrees. That’s their limit. If you do not remove the heat, then the excess energy is wasted. Not such a problem with Kovarex giving you effectively unlimited U235, but still. One more thing to bear in mind, you are giving up 160 MW of potential power (and the ne...
- Thu Nov 25, 2021 12:16 am
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5076
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
You can. You just might limit the maximum power you can generate with such a setup. Not sure if a 2x2 reactor is already limited with just 2 heat pipes and 4 steam pipes. But if you don't need maximum power output and just want 2x2 rectors for the greater fuel efficiency then that's perfectly fine....
- Wed Nov 24, 2021 11:36 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5076
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
Reactors are very good conductors of heat, much better than heat pipes. So no, you don't need additional heat pipes. But having more lines of heat pipes means each can be shorter and more heat is transferred each tick. That goes along with the steam being put into more pipes so each pipe needs to c...
- Wed Nov 24, 2021 11:25 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5076
- Wed Nov 24, 2021 11:18 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5076
Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
I installed two switchboards, 2x2 and 2x4. There doesn't seem to be a problem. However, in some plans that I examined out of curiosity, people set up a system so that each switchboard is connected to a separate "independent" pipe. (I doubt that I am expressing myself correctly. Is there a ...
- Sun Nov 14, 2021 9:16 am
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 4183
Re: Mods are not by "version" number; It should be listed as "active/inactive".
Existing rankings can be performed in 2 different ways: 1-) Name (Alphabetical; a-b-c-d.....) 2-)Version number (1.0.0 etc.) What I'm requesting: I should be able to sort by which modes are on and which modes are off (active/inactive). Either 3. should be added as a sort method; or the version that ...
- Sun Nov 14, 2021 8:53 am
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 4183
Mods are not by "version" number; It should be listed as "active/inactive".
I own over 200 mods. I often change their active status. In the in-game mod list, the "version" regular sorting is not functional in my opinion. Instead, a ranking based on "active/inactive" status should be added or it should replace the "version" order. I think it is ...
- Thu Nov 11, 2021 8:10 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 9449
Re: Belt saturation detector/counter
Try connecting all the blue inserters together and let the belt fill. Set them to enable when anything > 0 and then last set one to read hand content / hold. With them all working in sync none should try to pick items in the hole created by a previous inserter. Or the timing is really bad and they ...
- Thu Nov 11, 2021 6:12 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 9449
- Thu Nov 11, 2021 3:53 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 9449
Re: Belt saturation detector/counter
https://i.hizliresim.com/a796enl.png Is it really me or the game? I will be a 40-year prayer for anyone who has a logical explanation for that. Even for a very short time, green card entry may be insufficient. (The red light is on!) No road jam. The blue inserter is sufficient, the blue belt is suf...