Search found 669 matches
- Sun Mar 26, 2023 2:44 pm
- Forum: Gameplay Help
- Topic: The right amount
- Replies: 10
- Views: 1506
Re: The right amount
You can use a counter to remember the amount of items put on the belt. Increase the counter if an item is put on the belt, and decrease the counter if an item is taken from the belt. In this example, the left inserter is set to read hand (pulse). This is what we use to increase the counter (combinat...
- Sun Mar 26, 2023 1:50 pm
- Forum: Gameplay Help
- Topic: How to divide full belt into precision number
- Replies: 10
- Views: 1422
Re: How to divide full belt into precision number
@takisama It seems you ordered the calculator to create the numbers for an arbitrary number of items to output (blue=300, red=1900). However, you will usually not consume exactly this quantity. Instead, you will build production lines that will create a full belt of yellow/red/blue belts. Reasoning ...
- Sat Mar 25, 2023 3:15 pm
- Forum: Gameplay Help
- Topic: Does fluid/electricity flickering affect ups?
- Replies: 8
- Views: 1320
Re: Does fluid/electricity flickering affect ups?
An attempt to answer the OP: "Fluid flickering" if meant as toggling some pump every tick, isn't relevant to UPS, because fluid behavior is calculated anyway and fluidboxes are not going to sleep internally. The pump state just determines if fluid is transferred from its input to its outpu...
- Fri Mar 24, 2023 7:02 pm
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 6316
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
I've noticed that a pipe as well as a tank displays only liquid level but not flow speed. If there's no flow speed how can a player know how it's working if the fluid level is irrelevant? There are producers and there are consumers. I hover over every producer and every consumer to check if it is w...
- Fri Mar 24, 2023 6:44 pm
- Forum: Gameplay Help
- Topic: Roboports: balancing inventory
- Replies: 1
- Views: 605
Re: Roboports: balancing inventory
If you connect a roboport to the circuit network, you can enable robot statistics. As default, signals X, Y, Z, T are created. However, they are global for the whole network, no stats are generated for a single roboport only. You can insert robots and repair packs into and extract them from a robopo...
- Fri Mar 24, 2023 10:34 am
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 6316
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
Thanks for the explanations and the blueprint, that's an interesting one. I've noticed that the heat exchanger pipelines are divided, so it isn't possible to support all turbines with a single line? If you create longer heat exchanger lines, one limiting factor is water supply. One offshore pump ge...
- Fri Mar 24, 2023 2:20 am
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 6316
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
I'm sorry, but you don't need any pumps at all for a nuclear power plant. Yes, you need in fact no pumps in such a setup if you never plan to run your power factory at 100%: The pumpless power plant I showed above actually runs at 100%. 1760 MW. That works. Here is the blueprint. The one test consu...
- Thu Mar 23, 2023 8:35 pm
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 6316
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
I'm sorry, but you don't need any pumps at all for a nuclear power plant. I'm unable to find the original design or author on the web, but this is picture of a remake of a pumpless infinite tileable Nx2x6 power plant I found somewhere on Reddit or wherever. The first tile provides 11*160 = 1760 MW, ...
- Wed Mar 22, 2023 6:58 pm
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 6316
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
Addon to the steam turbine line. Imagine this steam generation. 24*10 = 240 MW. This is able to generate 24*103 = 2472 steam/s, so it's able to supply our 40 turbines. Unbenannt.png If you look from left to right, the steam level rises as well as the required throughput to carry our generated steam ...
- Wed Mar 22, 2023 5:50 pm
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 6316
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
Here is an example that you don't need a pump for each steam turbine. You may need one at the beginning of a line to keep up throughput. These are 40 steam turbines with 40*60 = 2400 steam/s demand on full load. You see the one pump is able to supply this throughput (from an infinite source, open pi...
- Tue Mar 21, 2023 9:40 pm
- Forum: General discussion
- Topic: Bus/Rail oil products
- Replies: 16
- Views: 4219
Re: Bus/Rail oil products
The "optimized production module for nuclear fuel" would be only two or three centrifuges that pull a rocket fuel from time to time and refine it to nuclear fuel with some U-235 surplus of the uranium factory. Very low throughput needed. Nuclear fuel lasts for an eternity. It's optimized e...
- Tue Mar 21, 2023 8:50 pm
- Forum: General discussion
- Topic: Bus/Rail oil products
- Replies: 16
- Views: 4219
Re: Bus/Rail oil products
I am not worried about efficiency of solid fuel for trains. They use little enough. If it comes to train fuel, it's not about efficiency of fuel production. Different fuel has different top speed and vehicle acceleration. Acceleration is very important in your base to reduce congestion, because it ...
- Mon Mar 20, 2023 9:25 pm
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 6316
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
You don't need an "even distribution". It is sufficient if steam doesn't stall at the providing/generating item. Check the boilers or heat exchangers and compute how much they can produce at maximum. Then check if all of it is leaving that part of your plant and every boiler or heat exchan...
- Mon Mar 20, 2023 7:13 pm
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 6316
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
You don't need to feed every turbine with a pump. Usually, the steam distributes itself enough. You need pumps, if you need to increase throughput for a longer pipe. The fluid mechanics are difficult to understand. Not because they are implemented wrongly or strangely, it's because they are really s...
- Sun Mar 19, 2023 1:17 pm
- Forum: General discussion
- Topic: Can't understand hate for handcrafting and love for early malls
- Replies: 27
- Views: 6889
Re: Can't understand hate for handcrafting and love for early malls
One thing with handcrafting is the infinite crafting queue inventory. Once material has been reserved for handcrafting, it vanishes into the hidden handcrafting inventory, so you have infinite space. Malls need planning, some material in advance, and early malls are soon outdated when technology adv...
- Fri Mar 17, 2023 3:51 pm
- Forum: Gameplay Help
- Topic: Semi-complex circuit
- Replies: 3
- Views: 760
Re: Semi-complex circuit
The most simple solution is one arithmetic combinator that does operation * -1 with EACH as input and as output. Connect the value you want to watch to its input with a green wire. Connect its output to a power pole or to some other device input with a red wire. Additionally, connect the value you w...
- Mon Mar 13, 2023 6:42 pm
- Forum: Gameplay Help
- Topic: Adapting generic circuit signals to a standard format (not even sure if this is possible)
- Replies: 6
- Views: 1068
Re: Adapting generic circuit signals to a standard format (not even sure if this is possible)
How about designing a supply train station for building outposts and supplying outposts with ammo and replacement items for destroyed walls/turrets. It's an interesting challenge to design a loading station that will load 10-20 different materials to each waggon, configured with constant combinators...
- Sun Mar 12, 2023 9:35 pm
- Forum: Gameplay Help
- Topic: Adapting generic circuit signals to a standard format (not even sure if this is possible)
- Replies: 6
- Views: 1068
Re: Adapting generic circuit signals to a standard format (not even sure if this is possible)
Since you will have a somewhat arbitrary number of trains in an advanced factory, I don't feel it's a good idea to configure each train by using its train id. If you add a new train, you have to manually get its train id, then add a new constant combinator + configuration for it. Seems somewhat tedi...
- Sun Mar 12, 2023 4:25 pm
- Forum: Gameplay Help
- Topic: Adapting generic circuit signals to a standard format (not even sure if this is possible)
- Replies: 6
- Views: 1068
Re: Adapting generic circuit signals to a standard format (not even sure if this is possible)
Could you describe the overall purpose of the whole setup on a high level? Without even mentioning the circuit network? You explained your implementation, however I'm not sure what it is all about as a whole. From what you wrote, I guess you want this: You have a series of train stations and a numbe...
- Sat Mar 11, 2023 8:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.76] Any chances recovering this save?
- Replies: 20
- Views: 2877
Re: [boskid][1.1.76] Any chances recovering this save?
Software cannot fix everything if hardware is defective. In this case, it seems the hardware is faulty. Not so bad the machine is completely unusable, but the output produced on that hardware is sometimes faulty. It's now the responsibility of the user to fix or replace the hardware. It's not the re...