Search found 75 matches

by Nefrums
Tue Aug 21, 2018 11:29 am
Forum: Gameplay Help
Topic: How do I power Modular Armor ?
Replies: 13
Views: 40822

Re: How do I power Modular Armor ?

Koub wrote:Actually, lux can't by themselves determine the energy received by a surface. One should watch the Watt per square meter.
True. Sunlight is ~1kw/m2. And indoor lights are <1w/m2 so the result is about the same. Three orders of magnitude less energy.
by Nefrums
Tue Aug 21, 2018 7:49 am
Forum: Gameplay Help
Topic: How do I power Modular Armor ?
Replies: 13
Views: 40822

Re: How do I power Modular Armor ?

Normal indoor lighting is about 2-500 lux. On a sunny day the it is about 100.000 lux outside. So yes solar panels "work" from electrical lights irl, but only give 0.05% power output.
by Nefrums
Sun Aug 12, 2018 4:46 pm
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 18664

Re: The Green Dilemma

There is currently no point to put efficiency modules in assemblers as the pulution generated from them is marginal. False, but thanks for playing. Miners, then assemblers, then solar panels absolutely last. Full nuclear is so green that it even glows! A miner generates 5 times more pulution then a...
by Nefrums
Sun Aug 12, 2018 7:47 am
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 18664

Re: The Green Dilemma

There is currently no point to put efficiency modules in assemblers as the pulution generated from them is marginal. A assembler with 4 prod3 and 8 beacons with speed3 generates barely more pulution than a single miner. And you have alot more miners then assemblers. Fill your miners with effecency 1...
by Nefrums
Wed Feb 07, 2018 3:15 pm
Forum: Energy Production
Topic: ~1.4 GW Nuclear
Replies: 9
Views: 8751

Re: ~1.4 GW Nuclear

Yes, although it does take a while. Tested it at full load with creative mods - all heat pipes eventually end up safely above 500oC. That they will, but that does not mean that they can transport all then heat. Check if the reactor reaches maximum temperature (999) , that indicates that the heat pi...
by Nefrums
Wed Feb 07, 2018 9:15 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 79269

Re: Friday Facts #228 - High resolution turrets

The new turret models looks good!
But I think the models fails to reflect the durability of the turrets. The gun turret looks more sturdy than the laser turret, but the laser turret has alot more hp.
by Nefrums
Tue Feb 06, 2018 2:06 pm
Forum: Energy Production
Topic: ~1.4 GW Nuclear
Replies: 9
Views: 8751

Re: ~1.4 GW Nuclear

Yes, although it does take a while. Tested it at full load with creative mods - all heat pipes eventually end up safely above 500oC. That they will, but that does not mean that they can transport all then heat. Check if the reactor reaches maximum temperature (999) , that indicates that the heat pi...
by Nefrums
Tue Feb 06, 2018 1:23 pm
Forum: Ideas and Suggestions
Topic: Nuclear disasters
Replies: 36
Views: 10825

Re: Nuclear disasters

It is a common misconception that a reactor can explode. Well, technically you are correct - a modern reactor will shut down itself before any damage is done even if everything goes wrong (including electronics). But wouldn't it be cool if the power of the atomic bomb could be turned against the pl...
by Nefrums
Mon Feb 05, 2018 10:55 am
Forum: Ideas and Suggestions
Topic: Nuclear disasters
Replies: 36
Views: 10825

Re: Nuclear disasters

I like the idea of having a risk associated with nuclear power, just like IRL. "With great power comes great responsibility", and that would be a literal implementation of this principal. One way to model it would be to lower the HP of the reactor with random small hits while it generates...
by Nefrums
Wed Jan 31, 2018 12:43 pm
Forum: Energy Production
Topic: ~1.4 GW Nuclear
Replies: 9
Views: 8751

Re: ~1.4 GW Nuclear

Are the heat pipes able to transfer all the heat? They look a bit long.
by Nefrums
Thu Jan 25, 2018 10:55 am
Forum: Gameplay Help
Topic: Mega steam engine setup in .16
Replies: 10
Views: 5731

Re: Mega steam engine setup in .16

running the boilers of rocket fuel would probably be better for ups as the fuel lasts 30 times longer so less inserter interactions is needed. It would also be easier to use bots to deliver the fuel to the boilers.
by Nefrums
Tue Jan 23, 2018 8:40 pm
Forum: Energy Production
Topic: Nuclear control logic
Replies: 0
Views: 2377

Nuclear control logic

This must have been posted before but I have been unable to find a proper control circuit for nuclear plants so here is one i built: ncu.jpg It keeps the plant running by inserting one fuel every 200s while steam is low Made from a timer, a s-r latch and a pulse generator. Blueprint of the circuit: ...
by Nefrums
Mon Jan 15, 2018 11:01 am
Forum: Ideas and Suggestions
Topic: Armoured train, armoured draisine
Replies: 7
Views: 2708

Re: Armoured train, armoured draisine

This is a fun idea.

Simply putting a gun turret on a wagon might be a simpler, in the same way as artillery
by Nefrums
Mon Jan 15, 2018 10:42 am
Forum: Ideas and Suggestions
Topic: Balance bots by limiting throughput per chest
Replies: 6
Views: 2194

Only one bot can interact with a chest at the time

Suggestion: Only one bot can interact with a chest at the time, and it takes a small amount of time for the bot to pick up / drop of item(s). I think that the balance problem with bots vs belts come down to the "unlimited" throughput of bots. One way to balance this would be to limit bot i...
by Nefrums
Mon Jan 01, 2018 1:19 am
Forum: General discussion
Topic: When do you get behemoth biters?
Replies: 2
Views: 3586

When do you get behemoth biters?

Let me start by saying that I really like this game. I am quite new to this game and I don't know so much. But after having launched a few rockets I have never seen a behemoth biter. My last game was a 45+ hour game using marathon preset, and I still did not see a single behemoth biter! My base gene...

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