Search found 256 matches
- Thu May 18, 2017 5:47 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107911
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
That would mean to connect all inserters together - what brings problems when for some reason a fuel cell runs out before the other, making the insert more than one fuel cell in the reactor. Good catch - one way to check for this is to have a chest with one item that feeds each input inserter and t...
- Thu May 18, 2017 5:37 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107911
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
Here is how I have the combinators setup atm - you might be able to simplify further. Regarding the power connections. Shift-clicking on a power pole once disconnects all copper wires (which can be readded in specific spots using the copper wire from the crafting menu). Also, the only part of the nu...
- Thu May 18, 2017 7:32 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: end-game iron/copper and steel smelting (non-smart)
- Replies: 16
- Views: 57873
Re: end-game iron/copper and steel smelting (non-smart)
Here's one which uses no splitters but more underground belt and a few more inserters. I thought the lack of splitters and limited visible belt might make it just a tad more UPS friendly (esp the splitters) which could add up across large smelting volumes. It does cost more iron but by the time thes...
- Thu May 18, 2017 7:14 am
- Forum: Energy Production
- Topic: Compact, Extendable, Bufferless, Combi-Free Kovarex Process
- Replies: 18
- Views: 18244
Re: Compact, Extendable, Bufferless, Combi-Free Kovarex Process
What is "Mehev's trick"? The idea is to have one filter inserter dedicated to outputting the 1 U-235 of "profit" that is generated each cycle, by limiting its stack size to 1 and by activating it only once at the start of each cycle. Since we know that 2 units of "recycled&...
- Thu May 18, 2017 3:56 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107911
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
Got a simple setup that does the same: - signal ...say "A" when water/steam in storage tanks is below set level (only one decider combination needed) - the inserters taking out used fuel activate on signal "A", stack size set to 1, outputs hand contets as pulse - the inserters i...
- Thu May 18, 2017 3:28 am
- Forum: Energy Production
- Topic: Reactors control center
- Replies: 9
- Views: 6575
Re: Reactors control center
ps666 wrote:this comperator BS
- Thu May 18, 2017 2:11 am
- Forum: Gameplay Help
- Topic: Beacon usage
- Replies: 8
- Views: 5849
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/un...
- Thu May 18, 2017 2:07 am
- Forum: Energy Production
- Topic: Solar Array W/ Logistic network
- Replies: 20
- Views: 34978
Re: Solar Array W/ Logistic network
Clever use of roboports on corners (which is not usually seen in these designs) and also the storage chests which are needed in some shape or form for wood.
- Thu May 18, 2017 1:36 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880580
Re: 4-way intersection testing: Throughput and deadlocks
The way I and Shokubai have signalled the intersections do not give any lane priority like this. The signalling you suggest, iceman_1212, does give priority to the outer lanes (turning right, or going straight from the east) to avoid this, if you want to, I'd remove the last rail signal on each out...
- Thu May 18, 2017 12:43 am
- Forum: Energy Production
- Topic: Compact, Extendable, Bufferless, Combi-Free Kovarex Process
- Replies: 18
- Views: 18244
Re: Compact, Extendable, Bufferless, Combi-Free Kovarex Process
Okay, here is something that is more practical than the abomination in my previous post. Here is a set-and-forget setup that is intended to be placed in the mid-game right when Kovarex Process research is completed. The beacons are only meant to be added in the late game. Only red/yellow belts are n...
- Wed May 17, 2017 7:33 am
- Forum: Energy Production
- Topic: Compact, Extendable, Bufferless, Combi-Free Kovarex Process
- Replies: 18
- Views: 18244
Re: Compact, Extendable, Bufferless, Combi-Free Kovarex Process
i love the elegance of this design. very nice. and just for fun, here is a botless and almost beltless version that has a centrifuge at crafting speed 6 operating at 100% with 2 cycles worth of input, i.e., system needs to be primed with 80 u235 and 10 u238. when the system gets going, it should sho...
- Wed May 17, 2017 7:09 am
- Forum: General discussion
- Topic: Fire, Trees, Grenades
- Replies: 21
- Views: 7436
Re: Fire, Trees, Grenades
In 0.15, base grenades (i.e., with no damage upgrades) will guarantee a 2-hit kill on trees. gg trees, gg You sure? I thought they had 50 hitpoints, and grenades did 25 damage. They regenerate slightly after the first hit so you need 3. i don't know the exact values but the first grenade now puts t...
- Wed May 17, 2017 7:02 am
- Forum: General discussion
- Topic: 0.15.11 heat pipes
- Replies: 5
- Views: 6288
Re: 0.15.11 heat pipes
Hey Iceman, thanks for the response, I'll have a good look at your design. This is what I came up with, as a "modular" design that should be pretty expandable, but it doesn't quite produce to capacity ... PS What would be *really* nice is to have some indicator on heat exchangers whether ...
- Wed May 17, 2017 1:55 am
- Forum: General discussion
- Topic: 0.15.11 heat pipes
- Replies: 5
- Views: 6288
Re: 0.15.11 heat pipes
hey van - here is an 8-reactor, zero-waste setup with independently powered "controller" (i.e., inserters, combinators) that is verified to output very close to theoretical max of 1120MW in 15.11. you can see in the save file that it shows stable performance over time when a load of 3733 r...
- Tue May 16, 2017 3:41 am
- Forum: Balancing
- Topic: 0.15 Expensive Recipie Balance
- Replies: 14
- Views: 6759
Re: 0.15 Expensive Recipie Balance
the one part of expensive recipes that feels slightly is the Blue Science pack, primarily because of the electric mining drill, which is made more expensive, and which requires both gears and green circuits, which are also made more expensive. it felt as challenging to supply with resources as the p...
- Tue May 16, 2017 2:56 am
- Forum: General discussion
- Topic: Fire, Trees, Grenades
- Replies: 21
- Views: 7436
Re: Fire, Trees, Grenades
Heh. Only issue is that it takes 3 grenades, 2 with one upgrade, and one once you get to +100% damage. Gotta have enough grenades to keep up. Cluster grenades do a much better job, but are expensive-ish. Well, more time consuming, actually. In 0.15, base grenades (i.e., with no damage upgrades) wil...
- Tue May 16, 2017 1:01 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880580
Re: 4-way intersection testing: Throughput and deadlocks
Rail signals give a track priority over a chain signalled track, I heard. This could cause issues. Hm. aaargha, could you test if this does increase troughput? Yes, this "priority" effect does works to a certain extent and is particularly useful in multi-train stations if we want to give ...
- Tue May 16, 2017 12:32 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880580
Re: 4-way intersection testing: Throughput and deadlocks
I have noticed that many folks overuse chain signals. For a "cleanly" signaled 3-way intersection, I would refer folks to aaargha's 2x 3-way intersection in the first post of this thread. In this intersection, for example, the circled signals can be replaced with rail signals: http://i.img...
- Tue May 16, 2017 12:11 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197089
Re: Solar panels less of a no-brainer
I've been wondering what it is that's set it apart from 0.14 as it seems a lot more tedious now, and I think there's two main reasons. First of all solar power was your endgame so you were going to need it anyway. Mostly this just makes solar a waste of resources but I was just wondering why that w...
- Sun May 14, 2017 5:06 pm
- Forum: Gameplay Help
- Topic: All Science Pack Production Facilities
- Replies: 8
- Views: 3165
Re: All Science Pack Production Facilities
If you have one science pack 3 assembler running, it would consume (via mining drill and red circuit) 5 green circuits every twelve seconds. therefore, if you had twelve science pack 3 assemblers running, it would consume 5 green circuits every 1 second. the travel time can be ignored as that is jus...