Search found 158 matches

by mergele
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.
by mergele
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.
by mergele
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...
by mergele
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...
by mergele
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'...
by mergele
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.
by mergele
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?

AutoMcD wrote: So if you just had a giant steam plant that scales back during the day, is the result any different??
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. :geek:
by mergele
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.
by mergele
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.
by mergele
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...
by mergele
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.
by mergele
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.
by mergele
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.)
by mergele
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.
by mergele
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)
by mergele
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.
by mergele
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...
by mergele
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.
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Or a variation (same size)
outdated

Edit:
Found 6X7 one (and it's the easiest of all of these)
Image

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