Search found 102 matches

by MisterSpock
Thu Sep 07, 2017 9:51 pm
Forum: Energy Production
Topic: 0.15.11 extendable downscaling nuke plant
Replies: 5
Views: 6363

Re: 0.15.11 extendable downscaling nuke plant

I did a very similar design, but not that expendable. But its still modular. BTW: where did you get water? https://steamuserimages-a.akamaihd.net/ugc/850474043000061778/5BA67ED2729EF50A57B2CE37970A2FA3C58FB2AE/ https://steamuserimages-a.akamaihd.net/ugc/850474043000062574/126CB5FE0423B8E0C33479C8200...
by MisterSpock
Wed Apr 26, 2017 8:46 am
Forum: Show your Creations
Topic: Blueprint to new Lab 0.15
Replies: 5
Views: 7891

Re: Blueprint to new Lab 0.15

Im really struggling with belt, since since is much more expensive. 2 Paired belts of T3, Military, Production and High Tech Science is so expensive. It didnt make much on late game. But having 20k Iron in form of sciencepacks confince me of using robots instead.
by MisterSpock
Fri Apr 14, 2017 7:24 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Yet another green cells build :)
Replies: 43
Views: 70597

Re: Yet another green cells build :)

I tried this independently.

Image

Layout can be stacked 4 times with the 4 lanes each copper/iron.
by MisterSpock
Mon Apr 03, 2017 8:07 am
Forum: Gameplay Help
Topic: World generation and trees
Replies: 0
Views: 804

World generation and trees

Actually im search for a map with less trees to start with. I want to have lots of bitters at the beginning of the game. Otherwise its boring. (Trees are OP.) So someone having a mostly treeless mapstring? Or maybe someone knows how to manupilate the terrain generator to spawn less trees... Plz PS: ...
by MisterSpock
Sun Apr 02, 2017 10:29 am
Forum: Railway Setups
Topic: Train on a call
Replies: 4
Views: 4139

Re: Train on a call

This screenshot looks beautifull. What terrainmod are you using?
by MisterSpock
Wed Jul 13, 2016 10:19 am
Forum: Duplicates
Topic: [0.13.8] weird terrain generation
Replies: 1
Views: 931

[0.13.8] weird terrain generation

Some options for map generation doesnt work properly: Choosing "Water" generated in "only starting area", doesnt work. It just generate small waterlakes everywhere. Here is a screenshot with it: http://steamcommunity.com/sharedfiles/filedetails/?id=723613760 Also "Terrain se...
by MisterSpock
Tue Sep 22, 2015 6:19 pm
Forum: Show your Creations
Topic: Spockfactory v2.0
Replies: 20
Views: 23383

Re: Spockfactory v2.0

Rockstar04 wrote:
MisterSpock wrote:
LordFedora wrote:Isn't blue ~30? i thought it was 3x yellow
yes, but in real its ~ 25 or less cause, the lack of compression
To get full cocmpression on a single blue belt you need to use a splitter to combine 2 into 1 if you are loading it with inserters
thx
by MisterSpock
Tue Sep 22, 2015 11:52 am
Forum: Show your Creations
Topic: Oil transporting tips!
Replies: 13
Views: 23342

Re: Oil transporting tipps!

nobodx wrote:On 2:
Can't you just use combinators to calculate the amount of (empty) barrels needed at the outpost ?
im not sure, keep in mint that this station is used by multiple trains and outposts.

btw: even with 4 outpost there is no problem with this system.
by MisterSpock
Tue Sep 22, 2015 11:51 am
Forum: Show your Creations
Topic: Spockfactory v2.0
Replies: 20
Views: 23383

Re: Spockfactory v2.0

LordFedora wrote:Isn't blue ~30? i thought it was 3x yellow
yes, but in real its ~ 25 or less cause, the lack of compression
by MisterSpock
Mon Sep 21, 2015 9:27 am
Forum: Show your Creations
Topic: Spockfactory v2.0
Replies: 20
Views: 23383

Re: Spockfactory v2.0

Expressbelts take lots of ressources and they are not nessessary everywhere. Also replacing takes time.
by MisterSpock
Sat Sep 19, 2015 7:33 am
Forum: Show your Creations
Topic: This was a peaceful neighbourhood ...
Replies: 2
Views: 6502

Re: This was a peaceful neighbourhood ...

wtf is this`?
by MisterSpock
Sat Sep 19, 2015 7:16 am
Forum: Show your Creations
Topic: Spockfactory v2.0
Replies: 20
Views: 23383

Re: Spockfactory v2.0

Wow, that looks really nice :) May I ask how you "start" a factory like this one? I don't suppose you start with this blueprint right away, since you'd have to walk huge distances and might not know how much space you'll need later. Do you first build a basic base and then when you have a...
by MisterSpock
Fri Sep 18, 2015 11:00 am
Forum: Gameplay Help
Topic: Logistic problems with construction bots.
Replies: 4
Views: 9722

Re: Logistic problems with construction bots.

ratchetfreak wrote:There is a mod that put the amount of bots onto the circuit network. you can use that to control a smart inserter putting bots in a roboport.
thx, but im a vanilla guy. so i guess there is not such thing in vanilla :(
by MisterSpock
Fri Sep 18, 2015 10:50 am
Forum: Gameplay Help
Topic: Logistic problems with construction bots.
Replies: 4
Views: 9722

Logistic problems with construction bots.

Im searching for a mechanism/layout that automaticly refill my contruction bots in my outpost. Im losing this guys often. And i want 50 of them in each outpost.

Any ideas?
by MisterSpock
Thu Sep 17, 2015 7:15 pm
Forum: Show your Creations
Topic: Spockfactory v2.0
Replies: 20
Views: 23383

Re: Spockfactory v2.0

The weakest point at this kind of layout are the outpost. Especialy the close ones. For example i lost 20 repairbots in a single attack wave. Atm i dont know a mechanism to autorefill the repairbots.
2. Problem Biters like to eat my large electric pole between my outpost.
by MisterSpock
Thu Sep 17, 2015 4:32 pm
Forum: Show your Creations
Topic: Spockfactory v2.0
Replies: 20
Views: 23383

Re: Spockfactory v2.0

Yes the rail loops are not good. how do u fix it?
by MisterSpock
Thu Sep 17, 2015 3:45 pm
Forum: Show your Creations
Topic: Spockfactory v2.0
Replies: 20
Views: 23383

Re: Spockfactory v2.0

The problem is that the blue belt has small gaps that cant be filled and this gaps reduce the items/s. So not every furnance is running at full speed. Average 21 are running. Theoretic maximum is 26. The reason why i dont use productivity on green cpu is, i need them for solar. If everything is runn...
by MisterSpock
Thu Sep 17, 2015 12:16 pm
Forum: Show your Creations
Topic: Spockfactory v2.0
Replies: 20
Views: 23383

Spockfactory v2.0

I optimized my designs. Here it is: https://www.mediafire.com/convkey/1977/ng2ar62lp9ol7ke6g.jpg Map: https://www.mediafire.com/convkey/bc1e/3rlv9p3fwfdtre62g.jpg https://www.mediafire.com/convkey/3e9c/f6s681y8s1sc0cw6g.jpg https://www.mediafire.com/convkey/a938/16adu2mquk9za6e6g.jpg https://www.med...
by MisterSpock
Mon Sep 14, 2015 6:00 pm
Forum: Gameplay Help
Topic: Hardest settings
Replies: 14
Views: 20618

Re: Hardest settings

Biter attacks depends on the pollution absorbed by biter nest. Trees and surface also absorbe but cant attack. So desert with almost no trees and normal or small starting area is best. I regulary get 100+ attacks after 1 hour. This is how a large attack looks: http://steamcommunity.com/sharedfiles/f...
by MisterSpock
Mon Sep 14, 2015 5:57 pm
Forum: Gameplay Help
Topic: Need help with correct rail signals placement
Replies: 3
Views: 7675

Re: Need help with correct rail signals placement

The train only sees signal right from him.

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