Search found 111 matches
- Wed Oct 10, 2018 8:15 pm
- Forum: General discussion
- Topic: Fuels and their uses
- Replies: 14
- Views: 7335
Re: Fuels and their uses
- Burner inserters and drills are really only useful to get you out of the dark ages and into electricity. I don't think anyone uses them long term (except for a couple to generate enough electricity to run the inserters of a steam power plant). I use burner inserters where possible to cut down on ...
- Wed Oct 10, 2018 8:10 pm
- Forum: Railway Setups
- Topic: Automatic Train Cyclotron
- Replies: 9
- Views: 7511
Re: Automatic Train Cyclotron
So what is this for?
- Wed Oct 10, 2018 8:06 pm
- Forum: Ideas and Suggestions
- Topic: Power graph when accumulators used for isolation
- Replies: 10
- Views: 3217
Re: Power graph when accumulators used for isolation
This accumulator stuff is short term. Move onto higher power usage and you'll be running nuclear all day long. I have accumulators, basically for the rare event that some biters chew through my power grid isolating an outpost.
- Mon Oct 08, 2018 6:15 pm
- Forum: General discussion
- Topic: Minimal on siite sulfuric for uranium mine?
- Replies: 11
- Views: 8279
Re: Minimal on siite sulfuric for uranium mine?
Because when the uranium runs out, you can recover almost all that sulfuric back, using those same stations (just change the name of the station to say "Sulfuric" to "Sulfuric Depleted" and then have a "cleanup" train run around to all "Sulfuric Depleted" sit...
- Mon Oct 01, 2018 8:04 pm
- Forum: General discussion
- Topic: Minimal on siite sulfuric for uranium mine?
- Replies: 11
- Views: 8279
Re: Minimal on siite sulfuric for uranium mine?
I have a large fluids processing plant in the middle of my map, if I need fluid somewhere I have a train come in and fill the tank car to dump into tanks at the remote site. I have a site just producing science and I have batteries and blue chips made there, so I have 200K storage for acid on site. ...
- Fri Sep 28, 2018 6:05 pm
- Forum: General discussion
- Topic: The Green Dilemma
- Replies: 43
- Views: 20197
Re: The Green Dilemma
I just want to be able to plant trees, it's ridiculous we can launch a rocket into space, but can't replant trees. Need some research and build requirements.
- Wed Aug 15, 2018 7:15 pm
- Forum: General discussion
- Topic: The Green Dilemma
- Replies: 43
- Views: 20197
Re: The Green Dilemma
I use the green mods to reduce power all the time. I also use burner inserters for many slow uses like research. I just drop some solid fuel in the requester chest for the burner to consume. When my facilities are maxed out I'm using around 1.5 GW of nuclear power.
- Thu Aug 09, 2018 5:59 pm
- Forum: Railway Setups
- Topic: AID - Automatic Item Delivery
- Replies: 12
- Views: 13086
Re: AID - Automatic Item Delivery
omg... that happens when you change things at the last moments... i found the bug and its quite easy to repair. just connect the train stop and the two combinators above with red wire (see image). nothing further to do. https://i.imgur.com/hgYfHuc.png one of the last things i've changed was this re...
- Thu Aug 09, 2018 2:52 am
- Forum: Railway Setups
- Topic: AID - Automatic Item Delivery
- Replies: 12
- Views: 13086
Re: AID - Automatic Item Delivery
I have been playing around with your blueprint book. I made my depot at my home base, so I have all of the items available. I made a test station. On the station I requested 6 lubricated fast belt. The train loads them, and goes to remote station, sits but doesn't unload anything. Goes back to depot...
- Wed Aug 08, 2018 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Infinite radar range research is a must now.
- Replies: 39
- Views: 11259
Re: Unlimited research: radar range
The more range, the more you'll need to wait for the radar to cycle amongst all the chunks it can scan to refresh. You need 7h20 to scan the 797 chunks a radar can cover. With 1 extra range, you'll have 120 additional chunks (a bit more than 1h06). Could their be 2 types of research then, radar ran...
- Mon Jul 30, 2018 1:54 pm
- Forum: Implemented in 2.0
- Topic: [0.16.51] Lost/lazy bots
- Replies: 23
- Views: 8084
Re: [0.16.51] Lost/lazy bots
This sounds to me like my suggestion to have an indicator to show if any bot is out of the personal roboport.
- Wed Jul 25, 2018 12:43 pm
- Forum: Show your Creations
- Topic: How do you effectively supply non-laser defense perimeter
- Replies: 11
- Views: 15477
Re: How do you effectively supply non-laser defense perimeter
The turrets aren't really for fending off the artillery aggro, although they will do that during step 2. The turrets are for preventing any new bases from being built, which means no biters being spawned and no further artillery shots required after step 2 is complete. Your turrets will only need a...
- Tue Jul 24, 2018 12:17 pm
- Forum: Show your Creations
- Topic: How do you effectively supply non-laser defense perimeter
- Replies: 11
- Views: 15477
Re: How do you effectively supply non-laser defense perimeter
Artillery is the king of the battlefield. 1) Put a line of defense turrets at the edge of your artillery's autofire range. 2) Then, manually target artillery further out, and ONLY kill the spawners. Aim carefully, and leave the worms alive. 3) Profit. (Turrets no longer need resupply.) Turrets will...
- Thu Jun 28, 2018 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 34182
Re: Re-Plant Trees
My thought is we are a space fairing civilization, but we can't put out more trees? Only cut them down? Sounds fishy to me...
- Wed Jun 27, 2018 2:13 pm
- Forum: Show your Creations
- Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
- Replies: 10
- Views: 23650
Re: My 1000 science per minute casual "megabase"
I downloaded and have been wandering around the base and looking at everything, the only negative is your train setup in relation to coal. The coal train has to pass by all of the copper and iron drops, and it gets stuck on those trains waiting for an unloading position. If the base isn't actively u...
- Mon Jun 25, 2018 5:41 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 73066
Re: Electric trains and track
As an old ottd player I'd love to see the ability to have a second recipe for trains and track to make them electric. The rails could be connected to the grid and draw power depending on train usage. Mainly because I don't like fuelling trains. Plus it would be cool to see electric trains. I feel l...
- Fri Jun 15, 2018 12:44 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 142728
Re: Attacking biters with turrets makes all weapons pointless
using the flame thrower turret would require serious oil reserves afaik oil usage of turrets is absurdly low It is. You'll lose more oil changing your mind about where the pipe should go than you will to the turrets' usage. If you make a system of flamethrower turrets, fill their pipe line once and...
- Thu Jun 14, 2018 5:52 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 142728
Re: Attacking biters with turrets makes all weapons pointless
I'd like a heavy turret the fires the tank cannon shells. Even at the rate of the tank, it would still be a good later game defense gun. It's not a huge range like the artillery, but would be nice to mix those into my defense architecture.
- Wed Jun 13, 2018 9:53 pm
- Forum: Show your Creations
- Topic: How do you effectively supply non-laser defense perimeter
- Replies: 11
- Views: 15477
Re: How do you effectively supply non-laser defense perimeter
Also, just noticed this on your first picture, why is your door for your train so wide? Trains only take up 2 spaces....that door has like 6 spaces extra to the right at least. Stone walls are cheaper than larger doors.
- Wed Jun 13, 2018 7:33 pm
- Forum: Show your Creations
- Topic: How do you effectively supply non-laser defense perimeter
- Replies: 11
- Views: 15477
Re: How do you effectively supply non-laser defense perimeter
Your map seems very sparse on oil spots. In my map I try to find at least 1 place to put an oil pump nearish by. I setup 4 tanks and get it started pumping oil early. No need to bring oil in. Yes, there is a damage bonus for light oil, but it's simpler to just use the crude oil near where I am than ...