Search found 206 matches
- Wed May 03, 2017 3:13 am
- Forum: Gameplay Help
- Topic: Boiler \ coal ratio with 0.15
- Replies: 17
- Views: 20277
Re: Boiler \ coal ratio with 0.15
That 50% efficiency number always throws people off. Each boiler consumes 1.8MW of energy, and produces 900kW of energy. That's where the 50% comes in. The steam engines themselves are 100% efficient, and produce 900kW each. So, 1:1 ratio. 20 boilers require 36 MW of coal, or 8.6 miners. Here is a ...
- Wed May 03, 2017 1:29 am
- Forum: General discussion
- Topic: Testing science- and energyefficiency of chained science lab
- Replies: 74
- Views: 25493
Re: Testing efficiency of chained science labs
No. Techs have different times per pack. Most mid-tier techs are 30s. It's only late-game with infinite tech that you routinely get 60s research times.Distelzombie wrote:But it still takes 60s per science pack regardless of if its infinite or not, doesnt it?
- Tue May 02, 2017 4:54 pm
- Forum: Gameplay Help
- Topic: Boiler \ coal ratio with 0.15
- Replies: 17
- Views: 20277
Re: Boiler \ coal ratio with 0.15
Gah, you're right. I suck at math. 1 pump, 20 boilers, 40 steam engines. Storage tanks can still be used to store steam for short term fuel issues (or an extra steam engine for short term extra production). And you need just under 35 Mining Drills on coal production to fuel that array. (34 and 2/3r...
- Tue May 02, 2017 5:41 am
- Forum: General discussion
- Topic: Calculating how long uranium lasts
- Replies: 9
- Views: 6693
Re: Calculating how long uranium lasts
Personally I'd go at the math like this: 1 fuel cell lasts for 200 seconds, or 10 for 2000. Using only basic enrichment, you get .007 U235 and .993 U238 per 10 ore, or 7 U235 and 993 U238 per 10000 ore. 10 fuel cells takes 1 U235 and 19 U238, and given the above ratio we can disregard the U238 cost ...
- Sun Apr 30, 2017 4:22 am
- Forum: Implemented Suggestions
- Topic: In Research screen, show the tech needed for the science pac
- Replies: 6
- Views: 2822
Re: In Research screen, show the tech needed for the science pac
That or possibly make them buildable as soon as you unlock the ability to make the last one. Especially if you change how it starts, so as an example: you start with red tech. Automation unlocks green tech. You need automation 2 to make those, so blue science goes there. Advanced electronics (red ci...
- Wed Apr 05, 2017 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Beginner Visual Cue: "Why is mining so slow?"
- Replies: 7
- Views: 2834
Re: Beginner Visual Cue: "Why is mining so slow?"
Would second this as being a good idea. That or removing the axes entirely (But keeping an upgrade at steel tech).
- Mon Apr 03, 2017 6:14 pm
- Forum: Gameplay Help
- Topic: Red circuits, getting to construction bots
- Replies: 6
- Views: 4213
Re: Red circuits, getting to construction bots
I've always found that the difference between what I want to end up with and what I need to get up to that point differs too much to work on the end from the start. Goal for me is to produce science and enough stuff to make building the base easier. As an example, a small line to make AM 2's early i...
- Sun Apr 02, 2017 4:15 pm
- Forum: General discussion
- Topic: Why use concrete?
- Replies: 13
- Views: 20566
Re: Why use concrete?
Hazard is quite nice for making terrain stand out more, and the run speed boost from concrete in general is really nice. Don't underestimate a 40% speed boost. Paths are always useful, and personally I enjoy the look of a bases that's made into concrete. It's not too bad to setup either once you've ...
- Mon Mar 27, 2017 6:38 pm
- Forum: Gameplay Help
- Topic: how to tackle belt saturation?
- Replies: 9
- Views: 4166
Re: how to tackle belt saturation?
Yea...I don't see much point to having one single belt. Two belts, having a single line of all the colors is best. Easy, simple, and can't back up. Especially with the way science works, not all colors are created equal. Red and green are used fairly ubiquitously, with blue not being as common nor p...
- Wed Mar 22, 2017 3:20 am
- Forum: General discussion
- Topic: Train bandwidth Questions
- Replies: 34
- Views: 14586
Re: Train bandwidth Questions
On inserters, energy usage is tricky to measure because the drain while moving is the significant power draw usually. Either way, being less efficient yet having higher performance is pretty standard. The inserters are twice as effective at the very least, and up to 4x when fully maxed out. That's n...
- Wed Mar 15, 2017 6:26 am
- Forum: Gameplay Help
- Topic: need some clarification
- Replies: 3
- Views: 906
Re: need some clarification
Some tiles beyond what you see are still created, but not revealed. That's where the enemies will be hiding.
- Tue Mar 14, 2017 6:05 pm
- Forum: Gameplay Help
- Topic: beginners defence video?
- Replies: 4
- Views: 1400
Re: beginners defence video?
Depends on your playstyle is the problem. Personally I get walls started after red/green research is set up and I can make the new setup for making bricks. Then run it around the base. Setup turrets wherever biters show up, they'll be stopped long enough for me to run over, kill them, and put up tur...
- Mon Mar 13, 2017 7:13 pm
- Forum: Gameplay Help
- Topic: need help integrating science pack 3
- Replies: 3
- Views: 938
Re: need help integrating science pack 3
Would suggest having lines for intermediate products instead of transferring them from machine to machine. Will help be more efficient too, as a single gear machine can make gears for 10 red science. So you can have, say, a line bringing in iron and circuits. A machine turns the iron into gears, whi...
- Mon Mar 13, 2017 6:59 pm
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 61237
Re: Supression of the size shift of electric furnaces
Would also like to chime in that I find the space differences to be a good thing. Main reason being that they should promote a major redesign in how your smithy works compared to the burner alternatives, while also keeping them from being done too early. They're really not an improvement at all over...
- Mon Mar 13, 2017 6:37 pm
- Forum: Gameplay Help
- Topic: What exactly is the formula for productivity modules?
- Replies: 12
- Views: 6806
Re: What exactly is the formula for productivity modules?
Sorry, I actually didn't see your first comment in your post (before the quote) saying that the first formula is correct. Thank you. about my second question: What I mean with "the math behind it" is: Why does this formula imply that it is better/more cost effective/better return on inves...
- Wed Mar 08, 2017 7:45 pm
- Forum: Gameplay Help
- Topic: boilers
- Replies: 9
- Views: 3068
Re: boilers
It just bothered me that this question was also asked on reddit recently and the top comment also used 780k * 50% as explanation, so I thought that was the common consensus and I couldn't find where that 780k came from. Might be from mixups when using the in-game tooltip. The tooltip says the boile...
- Wed Mar 08, 2017 6:58 pm
- Forum: Gameplay Help
- Topic: pollution disappearing
- Replies: 3
- Views: 1633
Re: pollution disappearing
If machines stops then pollution generation stops and then pollution will gradually dissipate (and a lot absorbed by trees). Did you stop researching for a while? Research is big consumer of material+power and thus triggers lots of pollution. It could also be that some belt or buffer which was fill...
- Mon Mar 06, 2017 7:20 pm
- Forum: Gameplay Help
- Topic: Titanium plates issue
- Replies: 4
- Views: 2225
Re: Titanium plates issue
Looking at the mod's thread really quickly, looks like others are having a similar issue. The mod might have been broken in some way from new patches.
- Mon Mar 06, 2017 7:10 pm
- Forum: Gameplay Help
- Topic: Armour menu won't open
- Replies: 3
- Views: 1621
Re: Armour menu won't open
That's heavy armor. It doesn't have an armor menu. Grab modular or power armor first.
- Thu Mar 02, 2017 6:16 pm
- Forum: General discussion
- Topic: Rocket control parts so confused
- Replies: 6
- Views: 1987
Re: Rocket control parts so confused
Xeorm - BAH you are correct I totally forgot to add in the materials for the blue chips. Thanks everything is matching up there now. ssilk - come on you know that 1/2 the fun of this game is doing the math your self :D Anyways I slept on it last night and I realized the problem is there is no conse...