Not really feasable for Marathon games, otherbob
Tanks too expensive and research as well, you'd end up with more heavy oil then you could reasonably store.
Then a kludge that allows you to convert pure electricity into a burn(er)-able fuel source seems the only viable option at present. It should not be too difficult to make a mod for that.
Suggested structure: Fuel Cell Charger Use the accumulator model and animation. It seems fitting enough ...
Exactly that. The Heavy Oil to Fuel recipy is the only heavy oil sink until you reach Advanced Oil Processing - which requires blue science - which requires advanced electronics and whatnot. If omitted, you'd either be stuck building a few dozen tanks to store all that heavy oil. It becomes obsolete ...
Hmm... you want bioluminescent nuclear biters? I want Biter candles when flamethrowers are liberally applied!
Glow in the dark Biters for those poor unfortunate soulless that suvive a nuclear strike would also be neat... Or maybe glow in the dark suicide bomber biters? Banelings Biterlings to ...
At work so can't screeny it but...
I use filter splitters to re-sort the output of the Kovarex loop, then loop that back to the input via a priority splitter. Pure belt solution basically. Any surplus U-235/238 exits the other side of the priority splitter and gets shipped off to storage.
Or just use a priority splitter to burn crates when available, supplement with coal or something when not and keep a small buffer crate for crates. Not all that difficult
By the way... this mod idea looks familiar. Might need to give it a whirl myself.
No combinators needed, just compression. Put 2 splitters facing eachother, one field space inbetween. Inbetween them 2 belts each facing outward. Feed compressed iron on one side, compressed wires on the other. You end up with 100% iron on one side of the belt, 100% wires on the other side. Merge ...
There are 3 possible ways to do electric trains (we didn't talk about cars) 1. Power poles affect trains. Unlike an entity that only needs to scan for a grid when it it placed, or an electric pole is placed near it, a locomotive constantly moves, so would need to rescan for an electric grid every ...
All of these points you listed basically show that the first tutorial levels should just be omitted or reworked into a single tutorial stage. Hand mining isn't really needed. Tell players that they -can- handmine (and start them out with a nearly broken tool so you can explain how to build a new ...
Even if true, the penalty exist to prevent trains from using stations as a bypass, the status has no relevancy to prevent that behaviour.
But why not remove penalty for disabled station because it does nothing. Because players will sometimes disable a station to force trains to go to a second ...
Bobucles understands the value of free production :D
Totally right of course. The more steps left down the chain to the base resource, the more valuable production modules become in terms of energy savings. Which resigns efficiency modules to edge cases: - Early bases where power production is ...
Yeah - some advantages and disadvantages to each. Beacons have a negligible impact on performance, so with less assemblers and inserters the first might work better. The second only has one roboport and a smaller area, however, which might help. I'm not certain of the relations between electric ...
Are you certain this train is aligned properly with the rail grid? When you place a pump it'll highlight a 4 block wide space on the rail which it can connect to, stations should align with this grid as well. This wagon looks misaligned with that grid. Remove and re-place the pump, see if the ...
However, Prod modules are honestly not really worth without beacons unless the material being used by the machine is actually scarce and hence stretching the available supply of that material is valuable (only relevant to maps set to starvation settings for one or more raw resources). Or if you ...
You would need to test it. Gut instinct tells me 1 is more UPS friendly assuming you've got no power issues (low power causes beacons to need to recalculate). I think it heavily depends on the load of these too, how much time they are active. Also, with this many beacons around them, might wanna ...
It's not that complicated....... the parts in green is code if your not willing to help that's fine I will wait for someone else competent to help. On the contrary, you've got someone willing to help, wanting to verify that you didn't mess up in that copy/paste you have done (something as simple ...
Most likely you had aliens migrating to a new nest site (they expand even in peaceful mode unless you turn that off) and your outpost happened to be in the way. Biters will attack objects blocking their path, chewing through them until they can move over them.