Search found 256 matches
- 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...
- 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?
oopsTaipion wrote:Also:Taipion wrote:I could scale UI to be smaller, but then I can't read it anymore, so a total no-go
- 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...
- 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.
Edit. I see Nasabot suggested something similiar up above.
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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
- 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 ...
- 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...
- 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.
- 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 ...
- 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
the dark agesKoub wrote:FYI, this topic was created before blueprints existed
- 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-...
- 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
left hand driveimpetus maximus wrote:i don't know what a LHD is. load haul dump?
- 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
p.s. i laughed when i saw the curly intersection
- 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?
Would it be possible to post a screenshot of your setup?