Search found 499 matches
- Mon Sep 14, 2020 8:56 am
- Forum: Gameplay Help
- Topic: Train Stacker weird behavior
- Replies: 20
- Views: 5430
Re: Train Stacker weird behavior
Information from the wiki could mean the train will repath at the latest after waiting for 30 seconds. Not sure exactly how to read "multiple of 5s" and "multiple of 30s" in this context. I don't know what the "If the trains has waited for a multiple of 30 seconds ..."...
- Sun Sep 13, 2020 10:57 pm
- Forum: Gameplay Help
- Topic: Train Stacker weird behavior
- Replies: 20
- Views: 5430
Re: Train Stacker weird behavior
Wiki says they should repath every 5 seconds which makes it weird for that specific train to be stuck there.
- Sun Sep 13, 2020 10:03 pm
- Forum: Gameplay Help
- Topic: Train Stacker weird behavior
- Replies: 20
- Views: 5430
Re: Train Stacker weird behavior
What I think happens: The next train arrives at the chain signal BEFORE the train entering the stacker has fully entered the respective slot. So the train trying to enter the stacker sees the chain signal as RED. The train DOES NOT repath because all paths are equally blocked. Fix: Make sure that th...
- Sun Sep 13, 2020 9:24 pm
- Forum: Gameplay Help
- Topic: needs help to understand circuit network further and apply it to my base
- Replies: 2
- Views: 732
Re: needs help to understand circuit network further and apply it to my base
does circuit network can actually combines item? can it also process it to another items, lets say copper plate to copper cable? without the automation machine? because according to the videos I've watched he talked about input and output, and in example say copper plate, multiply by 2, set the out...
- Sat Sep 12, 2020 12:46 am
- Forum: Gameplay Help
- Topic: First time advanced oil processing (ratio's ?)
- Replies: 10
- Views: 2088
- Fri Sep 11, 2020 10:18 pm
- Forum: Ideas and Suggestions
- Topic: Slightly smarter inserters for trains?
- Replies: 16
- Views: 3246
Re: Slightly smarter inserters for trains?
More checks = More CPU usage. Inserters need to be dumb in order to keep performance.
There are circuit setups which can load a train with exact count of items. They are just not easy to design.
There are circuit setups which can load a train with exact count of items. They are just not easy to design.
- Fri Sep 11, 2020 10:12 pm
- Forum: Gameplay Help
- Topic: First time advanced oil processing (ratio's ?)
- Replies: 10
- Views: 2088
Re: First time advanced oil processing (ratio's ?)
my petroleum gas output is at 97 to 100 out of a 100 my light oil output is at 10 out of a 100 and my heavy oil output is at 2.5 out of a 100. So you are almost full of petroleum gas. Do you have storage tanks for petroleum gas? Are they full? Keep in mind that if ANY of the three outputs becomes c...
- Fri Sep 11, 2020 4:28 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12903
Re: Chests should have a max bots/s limit and more
Unfortunately, you compare things that are hardly comparable. chunk aligned grid train network are appealing to the eye and OCD friendly, but are known to be bad UPSwise. Also the belt based base doesn't include power generation : power is provided by an electric interface (while the other base is ...
- Fri Sep 11, 2020 1:22 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12903
Re: Chests should have a max bots/s limit and more
I can not see imgur for some reason (i tried Firefox and Edge, same results). But if I understand your description correctly that does not seem very realistic test, if you use source and sink chests and loaders. I would like to compare realistic systems from input stuff in chest to output in chest....
- Mon Sep 07, 2020 3:03 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12903
Re: Chests should have a max bots/s limit and more
Which consumes more CPU time? Bots use significantly more CPU than belts, but splitters are even worse than bots: https://imgur.com/a/1yKeQSM I placed 1152 parallel blue belts transporting green circuits from one box into another. That was the only thing on the map. The UPS was ~260. Then I made th...
- Sun Sep 06, 2020 7:18 pm
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13134
Re: Fluid Optimization not fixed for release?
I still strongly suspect that your design was pipe bottlenecked somewhere. I've also played a lot with nuclear designs (the main reason I studied the fluid system in detail) and actively tried pushing the fluid flows to the limit. Whenever I had some flow problems I eventually tracked it down to the...
- Sun Sep 06, 2020 2:31 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9904
Re: Remote Controlled Circuit Switch
Copy&paste functionality can be used from map view:
That trick allows applying any settings/recipes/etc that can be applied via blueprints. It allows even adding circuit wires that did not exist before (cannot remove them though).
That trick allows applying any settings/recipes/etc that can be applied via blueprints. It allows even adding circuit wires that did not exist before (cannot remove them though).
- Sat Sep 05, 2020 6:09 am
- Forum: Ideas and Suggestions
- Topic: Give Roboports 2 module slots, which can be fit with additional roboports
- Replies: 4
- Views: 1161
Re: Give Roboports 2 module slots, which can be fit with additional roboports
I've always thought it was funny that we could give ourselves 12 charging slots in our personal roboports (by mounting 3 in our modular armor) which is a 16th of the space a normal factory large beast-sized roboport with only has 4 charging ports with no ability to expand. I suspect roboports were ...
- Sat Sep 05, 2020 1:46 am
- Forum: Gameplay Help
- Topic: Energy production
- Replies: 14
- Views: 3073
- Fri Sep 04, 2020 10:20 pm
- Forum: Gameplay Help
- Topic: Energy production
- Replies: 14
- Views: 3073
- Fri Sep 04, 2020 10:19 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12903
Re: Chests should have a max bots/s limit and more
Bots absolutely excel at short bursts of high throughput. But when bots need to be constantly moving the need to recharge really starts to limit them. A straight "road" of roboports and a bus of four blue transport belts take the same space and can support similar throughput (assuming the ...
- Fri Sep 04, 2020 10:01 pm
- Forum: Gameplay Help
- Topic: Energy production
- Replies: 14
- Views: 3073
Re: Energy production
When you account for a whole production line, the savings of the module combo are cumulative. Theres two factors that result in 3 types of savings....of which I won't do the math because not so good with the maths ..... so heres a link to a table someone else did. Just to clarify: I created a scrip...
- Fri Sep 04, 2020 9:48 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20143
Re: Electric network cable connections saved in the blueprint
Yeah, it can be inconvenient. But it's also fair to point there are ways around the problem. Sometimes you just gotta work with what you are given.
I would like to see these setups you guys are making that need to fit power switches under such tight layout constraints.
I would like to see these setups you guys are making that need to fit power switches under such tight layout constraints.
- Fri Sep 04, 2020 9:34 pm
- Forum: Gameplay Help
- Topic: Energy production
- Replies: 14
- Views: 3073
- Fri Sep 04, 2020 8:11 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20143
Re: Electric network cable connections saved in the blueprint
Consider this construct. Here, a steam power source is only desired if the accumulator charge is low. This is common to save fuel resources and depend on solar when you can and accomplished by using a power switch. The BP saves the sate of connection to the power switch, but bridges across it when ...