I invite the feedback from all - how would this impact game play? Can this idea be improved upon? Do you like it? Would it make play more interesting for you? Does it make sense to introduce into the .15 branch?
This is a solution in need of a problem. Introducing tripping stones and forced ...
Search found 318 matches
- Thu May 25, 2017 11:54 pm
- Forum: Releases
- Topic: Version 0.15.13
- Replies: 49
- Views: 37771
- Sat May 20, 2017 9:50 pm
- Forum: Gameplay Help
- Topic: Watery woes: Looking for help on water throughput
- Replies: 11
- Views: 4676
Re: Watery woes: Looking for help on water throughput
I guess I'd need a better idea of what your exact goal is for the form factor. It was an interesting problem, regardless, so I hashed out this little contraption which I *think* might be useful to your requirements. The design is too long to post a screen of, but see what you think?
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0eNqdXMuO20YQ ...
- Sat May 20, 2017 7:20 pm
- Forum: Gameplay Help
- Topic: Watery woes: Looking for help on water throughput
- Replies: 11
- Views: 4676
Re: Watery woes: Looking for help on water throughput
I suppose. Although given that pumps are 30kW/each, I'm not sure how hard you'd want to focus on efficiency at 1800/s water transfer :) If you haven't seen this , it might be worth a look. In a nutshell, at 1200/s fluid flow, you can go about 16 pipes between pumps, at 1500/s, you're down to 6 pipes ...
- Sat May 20, 2017 5:54 pm
- Forum: Gameplay Help
- Topic: Watery woes: Looking for help on water throughput
- Replies: 11
- Views: 4676
Re: Watery woes: Looking for help on water throughput
Any particular reason you're using stacks of 18 exchangers? In 2 by X arrangement, corner reactors will produce 120MW, while the middle reactors will produce 160MW, which can be equaled by 12 and 16 heat exchangers respectively. I've made just such a design, and it's definitely possible with a ...
- Sat May 20, 2017 3:41 pm
- Forum: General discussion
- Topic: [0.15] Beacon redundant in Marathon mode?
- Replies: 5
- Views: 3346
Re: [0.15] Beacon redundant in Marathon mode?
If you're going to use productivity modules in your labs, then the speed research isn't a waste, since they let you get by with fewer labs, which therefore requires fewer total productivity modules. But otherwise, all the research is doing is saving you a little bit of space and a minuscule amount ...
- Fri May 19, 2017 9:34 pm
- Forum: Gameplay Help
- Topic: Beacon usage
- Replies: 8
- Views: 7069
Re: Beacon usage
2) The interaction between high-level productivity and speed modules can exceed the sum of their individual contributions, giving you more output, with less input, with less power/unit consumed.
This is a common misconception. There is no way for production/speed module setup to exceed the power ...
This is a common misconception. There is no way for production/speed module setup to exceed the power ...
- Wed May 17, 2017 4:48 am
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 62879
Re: Version 0.15.11
Can we get longer UG pipes now? If we could justify extending the UG belts, surely an extra space or two for the pipes, to let us route underneath two reactors? Trying to work around these heat pipe changes are really rubbing that shortfall in my face, you could say. 

- Wed May 17, 2017 4:03 am
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 62879
Re: Version 0.15.11
... What's the point of having nuclear scale so well for large designs if you can't have large designs anymore because there's not enough room for all the water/steam/heat pipes so close to the reactors?
That might be point, I think. Because the scaling IS ridiculous, especially in the early ...
That might be point, I think. Because the scaling IS ridiculous, especially in the early ...
- Wed May 17, 2017 3:36 am
- Forum: Ideas and Suggestions
- Topic: Water and Steam physics
- Replies: 16
- Views: 8756
Re: Water and Steam physics
The current situation - even if it likely originates with the fact that water and steam used to be interchangeable - has gameplay benefits as well. It forces you to design with a mind towards your water supply, whereas a single pump would otherwise be good for 10's of GW worth of boilers and heat ...
- Wed May 17, 2017 3:00 am
- Forum: General discussion
- Topic: 0.15.11 heat pipes
- Replies: 5
- Views: 7143
Re: 0.15.11 heat pipes
Yeah, this is definitely going to take some redesigning for big assemblies. I haven't had time to do some in-depth testing, but there's definitely benefit to running multiple pathways when it comes to getting maximum work out of each heat exchanger. But heat pipes are pricy little buggers before ...
- Wed May 17, 2017 2:58 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2003
- Views: 775643
Re: Simple Questions and Short Answers
Much thanks. Surprisingly enough, that particular ratio is pretty much absent from all the many hits about reactor ratios and design. But patch 0.15.11 has me going back to the drawing board for reactor layout, and I couldn't remember if the 1:10 pump:exchanger ratio I was previously using was ...
- Wed May 17, 2017 2:20 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2003
- Views: 775643
Re: Simple Questions and Short Answers
Is the conversion ratio of water to steam via boilers and heat exchangers definitely 1:1?
- Tue May 16, 2017 8:39 pm
- Forum: General discussion
- Topic: Any ideas for powerswitch mechanism?
- Replies: 7
- Views: 3815
Re: Any ideas for powerswitch mechanism?
This little device is a good High/Low triggering device, I've found.
- Mon May 15, 2017 9:50 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 71954
Re: Loader Poll - Trying to get an idea of what the opinions are
Overall though, I don't quite agree with you. Loaders do bring some new possibilities into the game, even if a few, and if train loading/unloading is allowed for them, they could truly become useful. And they're already coded, so adding them to the game shouldn't be a problem. But the game can ...
- Mon May 15, 2017 9:36 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another belt balancer compendium
- Replies: 24
- Views: 85472
Re: Yet another belt balancer compendium
Those aren't true lane balancers, you realize? They stop functioning properly at full compression, and won't compensate for uneven consumption downstream (as the example on the left demonstrates).
I general find it easier to keep the lane balancing separate from the belt balancing. Things get ...
I general find it easier to keep the lane balancing separate from the belt balancing. Things get ...
- Mon May 15, 2017 3:46 am
- Forum: Show your Creations
- Topic: How can I improve this refinery?
- Replies: 12
- Views: 6479
Re: How can I improve this refinery?
Is there something specifically wrong with it?
I will point out this: it looks like you're using Speed 3 modules in your buildings. Unless you really need to save on space, you may want to compare the cost of those modules versus just adding more refineries and chem plants. :)
Also, the speed 3 ...
I will point out this: it looks like you're using Speed 3 modules in your buildings. Unless you really need to save on space, you may want to compare the cost of those modules versus just adding more refineries and chem plants. :)
Also, the speed 3 ...
- Mon May 15, 2017 3:42 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another belt balancer compendium
- Replies: 24
- Views: 85472
Re: Yet another belt balancer compendium
Hi,
nice work but i guess you inserted the 1-1 and 1-2 only as a joke.
This would be real examples of 1-1 and 1-2 if you like:
balancer.png
Those aren't true lane balancers, you realize? They stop functioning properly at full compression, and won't compensate for uneven consumption downstream ...
nice work but i guess you inserted the 1-1 and 1-2 only as a joke.
This would be real examples of 1-1 and 1-2 if you like:
balancer.png
Those aren't true lane balancers, you realize? They stop functioning properly at full compression, and won't compensate for uneven consumption downstream ...
- Mon May 15, 2017 3:25 am
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 71954
Re: Loader Poll - Trying to get an idea of what the opinions are
And here's the Proof of the Loaders OverPowerdness:
...
Now, if anyone wants to refute this, they're welcome to post their designs functioning in actual factories.
Sarcasm noted, and it's absolutely a fair question, although I might suggest you went out of your play to find some dull and ...
...
Now, if anyone wants to refute this, they're welcome to post their designs functioning in actual factories.
Sarcasm noted, and it's absolutely a fair question, although I might suggest you went out of your play to find some dull and ...
- Sun May 14, 2017 3:40 pm
- Forum: Gameplay Help
- Topic: Beacon usage
- Replies: 8
- Views: 7069
Re: Beacon usage
There are a lot of posts analyzing the interaction of beacons, but the rough consensus can be said to say:
1) Don't bother with efficiency modules in beacons
2) The interaction between high-level productivity and speed modules can exceed the sum of their individual contributions, giving you more ...
1) Don't bother with efficiency modules in beacons
2) The interaction between high-level productivity and speed modules can exceed the sum of their individual contributions, giving you more ...
- Fri May 12, 2017 4:22 pm
- Forum: Railway Setups
- Topic: Fluid Balancer for Rail Tanker Unloading
- Replies: 7
- Views: 12539
Re: Fluid Balancer for Rail Tanker Unloading
Yeah, I found that if the pump check conditions were set for less than 50, you started to get infinite cycling where the pumps would be endlessly triggering each other, but at 200 unit check difference, things seem to quiet down quickly. And while you do technically lose natural autolevelling, it's ...