Search found 206 matches

by Xeorm
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 ...
by Xeorm
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

Distelzombie wrote:But it still takes 60s per science pack regardless of if its infinite or not, doesnt it?
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.
by Xeorm
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...
by Xeorm
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 ...
by Xeorm
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...
by Xeorm
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).
by Xeorm
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...
by Xeorm
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 ...
by Xeorm
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...
by Xeorm
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...
by Xeorm
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.
by Xeorm
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...
by Xeorm
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...
by Xeorm
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...
by Xeorm
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...
by Xeorm
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...
by Xeorm
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...
by Xeorm
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.
by Xeorm
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.
by Xeorm
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...

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