Search found 102 matches
- 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...
- 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.
- 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.
Layout can be stacked 4 times with the 4 lanes each copper/iron.
Layout can be stacked 4 times with the 4 lanes each copper/iron.
- 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: ...
- 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?
- 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...
- Tue Sep 22, 2015 6:19 pm
- Forum: Show your Creations
- Topic: Spockfactory v2.0
- Replies: 20
- Views: 23383
Re: Spockfactory v2.0
thxRockstar04 wrote: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 insertersMisterSpock wrote:yes, but in real its ~ 25 or less cause, the lack of compressionLordFedora wrote:Isn't blue ~30? i thought it was 3x yellow
- Tue Sep 22, 2015 11:52 am
- Forum: Show your Creations
- Topic: Oil transporting tips!
- Replies: 13
- Views: 23342
Re: Oil transporting tipps!
im not sure, keep in mint that this station is used by multiple trains and outposts.nobodx wrote:On 2:
Can't you just use combinators to calculate the amount of (empty) barrels needed at the outpost ?
btw: even with 4 outpost there is no problem with this system.
- Tue Sep 22, 2015 11:51 am
- Forum: Show your Creations
- Topic: Spockfactory v2.0
- Replies: 20
- Views: 23383
Re: Spockfactory v2.0
yes, but in real its ~ 25 or less cause, the lack of compressionLordFedora wrote:Isn't blue ~30? i thought it was 3x yellow
- 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.
- 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`?
- 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...
- 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.
thx, but im a vanilla guy. so i guess there is not such thing in vanillaratchetfreak 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.
- 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?
Any ideas?
- 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.
2. Problem Biters like to eat my large electric pole between my outpost.
- 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?
- 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...
- 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...
- 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...
- 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.