Search found 123 matches
- Mon Oct 16, 2017 6:34 pm
- Forum: General discussion
- Topic: Belts, how far is too far?
- Replies: 34
- Views: 14751
Re: Belts, how far is too far?
1) Yep. Belts have lower throughput and far more lag end to end. And you can't use the belt for other types of shipments. 2) Rails are omnidirectional. You can run trains back up the track, and put a factory where the ore patch was without changing anything except the stops. The track will also cont...
- Mon Oct 16, 2017 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30929
Re: We can not dig out landfill
I like the idea of building bridges with concrete and iron/steel as an option, rather than simply dumping landfill rocks to make more land. (Rail bridges would need to be added too.) Such a bridge would allow you to walk/drive across it, but not build things on it (since it is a building already), a...
- Mon Oct 16, 2017 1:22 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 602357
Re: Accumulator / Solar panel ratio
I found a 1:1 ratio is a great fit for my needs; that allows me to reserve a hearty 10% margin before the emergency power logic kicks in.
Between laser turrets and 30 MW of partial duty cycle factories, power use is quite spiky.
Between laser turrets and 30 MW of partial duty cycle factories, power use is quite spiky.
- Sun Oct 15, 2017 1:41 pm
- Forum: Ideas and Suggestions
- Topic: Check for vehicle speed before releasing personal robots
- Replies: 12
- Views: 4622
Re: Robots shouldn't jump out of speedy trains
At the least, the bots should grab the item from your inventory on the same tick as they leave, before you have a chance to move out of range. I wouldn't mind having bots jump out to lay down some solar panels as I scream by on my way to somewhere and have them eventually catch up, as long as they a...
- Sun Oct 15, 2017 1:34 pm
- Forum: Ideas and Suggestions
- Topic: Construction robots don't prioritize storage chests
- Replies: 24
- Views: 12565
Re: Construction robots don't prioritize storage chests
What if you place a buffer chest next to your passive provider? Have it request 1 item. An inserter will pick that item and start to move it to your PP chest. While in hand, the logistics bots will run off and grab an item out of storage for your butter chest. I can't think of a good way to make it ...
- Sun Oct 15, 2017 1:39 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60411
Re: Personal robots prioritizing nearest first
As far as prioritizing types of things (EG deconstruction, then power poles, then other stuff), that seems simple. Just take the existing ghost list, and split it into multiple shorter lists. Each tick, the top priority ghost list is checked as it is now. If no bot can be assigned, then again act as...
- Fri Oct 06, 2017 4:22 am
- Forum: Combinator Creations
- Topic: 3-bit Extendable Graphing Display
- Replies: 2
- Views: 2270
3-bit Extendable Graphing Display
I've made an update worth mentioning: By swapping most of the combinators over to using Each, and a bit of futzing to isloate the clock, the memory is now multichannel (everything except S is remembered since that is used for the clocked shifting signal) I've eliminated a tick and a combinator from ...
- Thu Oct 05, 2017 5:53 am
- Forum: Combinator Creations
- Topic: 3-bit Extendable Graphing Display
- Replies: 2
- Views: 2270
3-bit Extendable Graphing Display
I had a desire to see my power history and came up with this tonight: PowerHistoryGraph.png It was pretty straightforward, once the plan was set. - The starting block measures an accumulator and divides by 13 to get a 3-bit value (0-7) (Any input could be used of course, as long as you divide it dow...
- Thu Oct 05, 2017 5:30 am
- Forum: Combinator Creations
- Topic: Accumulator charge/discharge indicator
- Replies: 3
- Views: 3799
Re: Accumulator charge/discharge indicator
I think you might have done too much computer science and not enough cheating :) Congrats on sticking it out and actually making legit memory cells that work - you can probably work that into an actual computer. If you don't need to know the exact values, and just want to know if the last change was...
- Tue Oct 03, 2017 8:55 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502268
Re: Simple Questions and Short Answers
Another complication here is that manual wires which you will need to use in the setup are really badly blueprinted. They do blueprint but poles will automatically interconnect right after you place blueprint if they can reach one another. The suggestion to add circuit connection to radars to detec...
- Tue Oct 03, 2017 5:52 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502268
Re: Simple Questions and Short Answers
Is there any clever way for a circuit network to detect biters? The majority of my base's power usage is currently going to idle laser towers, and the spikes during an attack are surprisingly small. I'd like to make peril-sensitive firebases that bring additional guns online when there is an imminen...
- Mon Sep 25, 2017 10:06 pm
- Forum: Gameplay Help
- Topic: stray trains
- Replies: 29
- Views: 9794
Re: stray trains
I think I've solved the problem by with a bit of parallel track to move the exit's connection point. Making the on-ramp and off-ramp be the same block with no forks other than the branch to the stops.
The train should certainly not path to its current location.
The train should certainly not path to its current location.
- Mon Sep 25, 2017 12:09 am
- Forum: Gameplay Help
- Topic: stray trains
- Replies: 29
- Views: 9794
Re: stray trains
I've been suffering this with my copper train trying to do a loop-de-loop through my drill factory, which generates a cascade failure of two thirds of my entire network. If I'm following the thread's speculations correctly, would it help to use varying block sizes with the signals, and ensure a smal...
- Thu Sep 21, 2017 3:54 am
- Forum: Gameplay Help
- Topic: Power 'cycling' controls?
- Replies: 13
- Views: 8408
Re: Power 'cycling' controls?
While that should avoid the rapid switching problem, that much effort is unnecessary, because heat/steam in boilers does not decay if it isn't used by the steam machines and boilers (contrary to nuclear reactors) only burn fuel at the rate that is actually drawn by your system. The overall resource...
- Tue Sep 19, 2017 10:01 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 211070
Re: Electric energy
I've just made some modular armor, and have the solar panels, but they take a while to juice things up, the fusion reactor is a ways off, and I can't plug in to the main grid. However I do have a whole stack of these copper top batteries. What about using batteries straight out of the chemical plant...
- Fri Sep 15, 2017 8:33 pm
- Forum: Energy Production
- Topic: Over-Unity Chemical Fuel Upgrading
- Replies: 3
- Views: 2603
Re: Over-Unity Chemical Fuel Upgrading
Updated:
Math fix - assembly machine works 25% faster than assumed, saving energy and driving up the efficiency by a few more percent.
Math fix - assembly machine works 25% faster than assumed, saving energy and driving up the efficiency by a few more percent.
- Wed Sep 13, 2017 1:14 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 379676
Re: Combinators 101
The "B" signal is not even necessary. An even simpler way to make it is: "A > 0; Output A = 1" (and feed it back to itself). This one is toggled on with any positive "A" (of any length), and toggled off with any negative "A". A great use for this is to have a...
- Wed Sep 13, 2017 12:36 am
- Forum: Energy Production
- Topic: Over-Unity Chemical Fuel Upgrading
- Replies: 3
- Views: 2603
Over-Unity Chemical Fuel Upgrading
I had some time on a long car trip and made a spreadsheet to do some figuring for an optimal way to boost chemical energy storage. After I got some interesting numbers out, I was able to wrangle them into an over-unity device. (Sadly not a perpetual motion machine since it can't use the rocket fuel ...
- Wed Sep 06, 2017 1:15 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502268
Re: Simple Questions and Short Answers
Is it possible to mirror (not rotate) the fluid inputs/outputs on chemical plants? They always seem to be on the most inconvenient side and I haven't been trained to subconsciously lay out my base in the ideal manner yet. If it is smart enough to take either input from either pipe and I simply haven...
- Wed Sep 06, 2017 2:03 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 456
- Views: 266432
Re: Just bought the game; What were Your first impressions?
I did see those.
I'll play around with the train parts first, but if I can't figure out why it isn't working, then I'll hit those tutorials.
I'll play around with the train parts first, but if I can't figure out why it isn't working, then I'll hit those tutorials.