Search found 158 matches
- Fri Oct 28, 2016 9:58 pm
- Forum: General discussion
- Topic: Interesting Railroad Station Names
- Replies: 7
- Views: 3173
Re: Interesting Railroad Station Names
The really interesting question is why your western wall has this wierd bulge. my inner OCD sense is tingeling.
- Mon Oct 24, 2016 6:20 pm
- Forum: Gameplay Help
- Topic: Rescuing Robots
- Replies: 3
- Views: 1272
Re: Rescuing Robots
Put a roboport around the point were they start running out of energy.
- Mon Oct 24, 2016 10:12 am
- Forum: Gameplay Help
- Topic: How to fill up outpost?
- Replies: 9
- Views: 3622
Re: How to fill up outpost?
If I understand the question correctly the problem is mainly that there are more items to unload than inserters fit to one cargo wagon. Solution 1: Use more cargo wagons. Solution 2: Now it gets complicated. Unload the entire train into local chests, sort it out there, pack the rest into the train a...
- Sun Oct 23, 2016 3:14 pm
- Forum: Gameplay Help
- Topic: Dividing a number into digits. (Modulus 10 circuit)
- Replies: 6
- Views: 3207
Re: Dividing a number into digits. (Modulus 10 circuit)
I am not sure about the limit. I think I remember that the highest number had a 2 at highest value digit. If you do some searching for timer stuff I am sure you can somewhere find the correct value (or you just make a circuit that increases until the next increase is smaller than the current value a...
- Sun Oct 23, 2016 10:18 am
- Forum: Gameplay Help
- Topic: Dividing a number into digits. (Modulus 10 circuit)
- Replies: 6
- Views: 3207
Re: Dividing a number into digits. (Modulus 10 circuit)
First of all your description seems to be faulty since you say that in your first colum you do "*", while your pictures show "/". If I understand you correctly you want to make a fix sized circuit that gives all the digits seperatly. Whenever you reach a new number of digits you'...
- Sun Oct 16, 2016 12:37 am
- Forum: Gameplay Help
- Topic: Am I doing this right?
- Replies: 29
- Views: 10440
Re: Am I doing this right?
Well, expandability is kind of zero, but to me it looks like a base that is fun (Until you at some point just resign and completly rebuild of course). So in my opinion you are doing it right for now.
- Sat Sep 24, 2016 7:27 am
- Forum: General discussion
- Topic: Replacing accumulators with hot water storage?
- Replies: 19
- Views: 8509
Re: Replacing accumulators with hot water storage?
You are right, it is not really useful since it is only real benefit is to reduce the number of boilers and offshore pumps. But it's cool and I want it and that's reason enough for me.AutoMcD wrote: So if you just had a giant steam plant that scales back during the day, is the result any different??
- Wed Sep 21, 2016 3:04 pm
- Forum: General discussion
- Topic: Just had to wiki the chain signals AGAIN
- Replies: 16
- Views: 7642
Re: Just had to wiki the chain signals AGAIN
Something like "you hover over the signal, the entire block that leads to it shimmers purple and the entire block that it leads to shimmers orange" ? It would at least make complex (read convolutet) rail sections easier to signal and debug.
- Wed Sep 21, 2016 2:58 pm
- Forum: Gameplay Help
- Topic: Lithia Water???
- Replies: 2
- Views: 1377
Re: Lithia Water???
If it's from Bob's mod, there are patches of lithia water. Like Oil, just in blue. Place a waterpumpjack.
- Sun Sep 18, 2016 11:18 pm
- Forum: Gameplay Help
- Topic: Queue, Train station and BARRELS! Let's do it!
- Replies: 3
- Views: 1779
Re: Queue, Train station and BARRELS! Let's do it!
As Bushdoctor says you never told us what you want to do, so we can't judge if what you are doing is correct or not. You did write "If this is correct, You reckon it will leave on the conditions no FULL barrels in Cargo no EMPTY barrels in network 10 Seconds of Inactivity 60 Seconds of time pas...
- Sun Sep 18, 2016 11:07 pm
- Forum: Gameplay Help
- Topic: Seemingly solid mass-power setup, but idling engines
- Replies: 5
- Views: 2699
Re: Seemingly solid mass-power setup, but idling engines
I am actually more interested in knowing why some of your machines work at all. I just tried your setup none of mine got any heated water. Also you really should place the boiler before the steam engine, not after it.
- Wed Sep 14, 2016 2:32 am
- Forum: General discussion
- Topic: Motion of the Chest Wave
- Replies: 10
- Views: 4212
Re: Motion of the Chest Wave
The easiest I could think of would be to make a buffer chest and activate your seond route if the buffer is above a certain threshold.
- Tue Sep 13, 2016 5:03 pm
- Forum: Show your Creations
- Topic: Research Belt Loop
- Replies: 8
- Views: 5852
Re: Research Belt Loop
It is expandable. You can for example you put splitters in and make a second loop. (Or enlargen the existing one.)
- Mon Sep 12, 2016 7:40 pm
- Forum: Show your Creations
- Topic: Research Belt Loop
- Replies: 8
- Views: 5852
Re: Research Belt Loop
It does work of course. Though I personally don't see the big advantage of it. There have several times been threads about this and in the end it always comes down to personal taste.
- Sun Aug 21, 2016 3:32 pm
- Forum: Gameplay Help
- Topic: 4-belt/90-degree merge
- Replies: 3
- Views: 2061
Re: 4-belt/90-degree merge
In the "general discussion" thread there is a 5X8 one. (You really shouldn't post the same thing twice)
- Sun Aug 21, 2016 3:28 pm
- Forum: General discussion
- Topic: 90 degree 4-belt merge
- Replies: 17
- Views: 23999
Re: 90 degree 4-belt merge
But in your solution each input direction has a section with only 2 belt width. So if one of those inputs is more than 50% full it will bottleneck and a 75%-25% ratio will neverproduce a filled belt.
- Sat Aug 20, 2016 9:08 am
- Forum: Gameplay Help
- Topic: Laboratory belt loop
- Replies: 16
- Views: 8321
Re: Laboratory belt loop
But you can research with the max speed until you run dry. If you are researching something that would be beneficial RIGHT NOW and you have enough science on the belt you get it a bit earlier, which can be an advantage. For example another quickbar, additional inventory slots or better electric pole...
- Sat Aug 20, 2016 5:49 am
- Forum: Gameplay Help
- Topic: 4-belt/90-degree merge
- Replies: 3
- Views: 2061
Re: 4-belt/90-degree merge
5X9 here, saving you 3 tiles.
Edit:
Found 6X7 one (and it's the easiest of all of these)
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Or a variation (same size)
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Edit:
Found 6X7 one (and it's the easiest of all of these)