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by iceman_1212
Sun May 14, 2017 5:42 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 93421

Re: Final (Maxed) Designs

The new extended underground belt lengths allow for new constructs in 0.15. Here is one that I liked for beaconed red-circuit production, which includes "on-site" production of plastic and green circuits. *Insert belt-braiding warning here* Five of these give a blue belt. Am including only...
by iceman_1212
Sat May 13, 2017 12:05 am
Forum: General discussion
Topic: Anything to modify the UI placement/size?
Replies: 3
Views: 1200

Re: Anything to modify the UI placement/size?

Taipion wrote:Also:
Taipion wrote:I could scale UI to be smaller, but then I can't read it anymore, so a total no-go
:P :lol:
oops :D
by iceman_1212
Fri May 12, 2017 10:26 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: [0.15] My first Marathon factory
Replies: 7
Views: 8182

Re: [0.15] My first Marathon factory

Very cool factory! I'm curious, do you only have 30 research labs or is that just one of multiple "modules" for that. I ask because your production number look like they may be much higher than the number of labs you've shown even with all those beacons. Those are all of my labs. Having a...
by iceman_1212
Fri May 12, 2017 10:24 pm
Forum: General discussion
Topic: .15 Expensive Recipe Science costs are inconsistent.
Replies: 12
Views: 4867

Re: .15 Expensive Recipe Science costs are inconsistent.

I wonder if the issue at hand is that expensive recipes changes the cost of the mining drill (which is now included in blue science). If the mining drill cost was the same as in normal play, I think it would make for a smoother progression.

Edit. I see Nasabot suggested something similiar up above.
by iceman_1212
Fri May 12, 2017 9:46 pm
Forum: General discussion
Topic: Anything to modify the UI placement/size?
Replies: 3
Views: 1200

Re: Anything to modify the UI placement/size?

You can press "L" to view contents of logistics networks, if you have 0.15. There is an option to scale UI size up and down in Options --> Graphics.
by iceman_1212
Fri May 12, 2017 9:34 pm
Forum: General discussion
Topic: Double header train stop designs
Replies: 12
Views: 20095

Re: Double header train stop designs

Now I figured I would use double header trains Welcome to the dark side :twisted: FWIW, I think RORO stations (with single headers) are superior for ore collection / dropoff because of both (1) the relatively small stack-size of ore compared to stuff like plates, circuits, etc. and (2) the relative...
by iceman_1212
Fri May 12, 2017 9:22 pm
Forum: Balancing
Topic: Speed modules cost and tier1-2-3 balancing
Replies: 28
Views: 15237

Re: [0.15.9] [Harkonnen] module crafting

Ok, Tier-2 stays :) Now the question - should tier-2 speed module consume 3 tier-1 modules (instead of 4) or maybe 4 circuits instead of 5 to compensate for tier-1 speed modules consumption by other recipes? I like the suggestion of making Speed 2s cheaper (instead of cheaper Speed 3s, which are cu...
by iceman_1212
Fri May 12, 2017 9:11 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: [0.15] My first Marathon factory
Replies: 7
Views: 8182

[0.15] My first Marathon factory

I wanted to share my first factory of 0.15! It was on the new marathon settings (4x expensive recipes, 4x tech costs). I used no mods or console commands. http://i.imgur.com/7QeJ7Fb.png?1 The factory has a decentralized production structure which takes advantage of the global map-view feature of 0.1...
by iceman_1212
Thu May 11, 2017 6:40 am
Forum: Gameplay Help
Topic: [0.15] Storage chests still a no-go; workarounds?
Replies: 4
Views: 3747

Re: [0.15] Storage chests still a no-go; workarounds?

The problem when logistic networks get too big is that there ends up being longer and longer delays (due to longer and longer distances traveled) between when a bot gets an order to pick up from an active provider and when it deposits those contents into a storage chest. I think what's happening in ...
by iceman_1212
Thu May 11, 2017 6:30 am
Forum: Railway Setups
Topic: Iron and Copper Loading from a single Train Station
Replies: 5
Views: 5065

Re: Iron and Copper Loading from a single Train Station

just to make sure i'm understanding it conceptually, is the idea to reduce stack size of the inserters as the chests approach full so as not to be left with inserters holding either iron or copper plate? i have a multiloading station that i'm wondering if i can use this for. it's like having sushi t...
by iceman_1212
Thu May 11, 2017 3:08 am
Forum: Railway Setups
Topic: Solar Railways
Replies: 7
Views: 7218

Re: Solar Railways

You can use the spoiler tag to insert blueprint strings
by iceman_1212
Thu May 11, 2017 1:07 am
Forum: Railway Setups
Topic: Chunk-aligned modular railway system
Replies: 17
Views: 36257

Re: Chunk-aligned modular railway system

Can you elaborate on why chunk alignment is relevant here? What will go wrong if I use your system but just offset everything by 3 tiles east and 7 tiles north? i am also curious about this. is it purely for aesthetics when playing with grid debug option turned on? also, these three signals can be ...
by iceman_1212
Wed May 10, 2017 11:24 pm
Forum: Gameplay Help
Topic: What are the most Up-To-Date Priority Splitter Designs?
Replies: 9
Views: 9935

Re: What are the most Up-To-Date Priority Splitter Designs?

well, it's more that priority splitter designs (thus far) don't work nearly as well as splitter-based designs under all types of load/throughput conditions. i use the design on the right when i want to pull a full belt off a 4-lane bus. (design from /u/lordpeppe on reddit.) http://i.imgur.com/nd6eDm...
by iceman_1212
Wed May 10, 2017 10:52 pm
Forum: Balancing
Topic: Speed modules cost and tier1-2-3 balancing
Replies: 28
Views: 15237

Re: [0.15.9] [Harkonnen] module crafting

Tier 2 modules came in extremely handy in my playthrough on the new marathon setting.
by iceman_1212
Wed May 10, 2017 10:46 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Marathon Green Circuits w/beacons
Replies: 3
Views: 5818

Re: Marathon Green Circuits w/beacons

My marathon base is designed around minimizing the # of machine interactions, with a particular emphasis on the ore-to-circuit production chain due to how resource intensive circuits are. I'm stamping around copies of this build at sites with nearby iron and copper mines - it makes one blue belt of ...
by iceman_1212
Wed May 10, 2017 5:36 am
Forum: Energy Production
Topic: [0.8.x] Big solar farm
Replies: 49
Views: 160735

Re: [0.8.x] Big solar farm

Koub wrote:FYI, this topic was created before blueprints existed ;)
:o the dark ages
by iceman_1212
Wed May 10, 2017 1:17 am
Forum: Energy Production
Topic: [0.15] OCD-friendly solar array, 0.932 ratio
Replies: 14
Views: 17873

Re: [0.15] OCD-friendly solar array, 0.932 ratio

These roboport centric arrays can be tesselated to construct an even larger blueprint - one that has radar on the edges so it's easy to use the new map-view feature to place new solar. To make things even easier, I have a rail track running down the middle along with a separate blueprint for a drop-...
by iceman_1212
Mon May 08, 2017 11:39 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 878452

Re: 4-way intersection testing: Throughput and deadlocks

impetus maximus wrote:i don't know what a LHD is. load haul dump?
left hand drive
by iceman_1212
Mon May 08, 2017 5:38 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 878452

Re: 4-way intersection testing: Throughput and deadlocks

Very nice

p.s. i laughed when i saw the curly intersection :lol:
by iceman_1212
Mon May 08, 2017 2:57 am
Forum: Gameplay Help
Topic: trains not loading fast enough
Replies: 18
Views: 6808

Re: trains not loading fast enough

@cooltv27

Would it be possible to post a screenshot of your setup?

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