Search found 392 matches
- Mon Feb 14, 2022 1:24 pm
- Forum: Gameplay Help
- Topic: fuel per unit for trains
- Replies: 8
- Views: 2126
Re: fuel per unit for trains
Garbage collector train - sounds interesting. Have to think about this.I simply have to enhance the supply loading station to unload separately what is not meant to be loaded into the train in the first place. Precise loading/unloading is only first headache. Then you include funny situations when ...
- Fri Feb 11, 2022 3:35 pm
- Forum: Combinator Creations
- Topic: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work after first cycle)
- Replies: 5
- Views: 9475
Re: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work)
Full automation Kovarex,
Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
viewtopic.php?f=208&t=84120&p=491136&hi ... ex#p491136
watch and learn
Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
viewtopic.php?f=208&t=84120&p=491136&hi ... ex#p491136
watch and learn
- Wed Feb 09, 2022 2:01 pm
- Forum: Gameplay Help
- Topic: fuel per unit for trains
- Replies: 8
- Views: 2126
Re: fuel per unit for trains
Loco has only 3 slots for fuel. Amount of units produced even by small base is so huge that measuring amount of fuel has no meaning. Rule of thumb >>> fill it to the roof Usually trains have simple route, so you need refill only at one station of the route. However, if you developed some fancy servi...
- Fri Feb 04, 2022 8:49 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 128072
Re: Friday Facts #367 - Expansion news
You talked about trains implementation expample and hired moder who made very nice vehicles. Does it means we can expect automation of vehicles ? Can we expect vehicles composed of modules so you add components on a chasis based on your needs ? Also the new oponent brain means, the late gameplay shi...
- Thu Feb 03, 2022 2:54 am
- Forum: Energy Production
- Topic: Is nuclear power really bad for megabases?
- Replies: 38
- Views: 15123
Re: Is nuclear power really bad for megabases?
Translated your result to other point of view : 1k SPM powered by Nuclear or 2K SPM powered by solar with the same UPS. No need for translation - I wrote a direct equivalent already. But being "worst case" leads to an important caveat you have glossed over (emphasis added): That is, solar...
- Wed Feb 02, 2022 3:12 pm
- Forum: Energy Production
- Topic: Is nuclear power really bad for megabases?
- Replies: 38
- Views: 15123
Re: Is nuclear power really bad for megabases?
1k SPM "load", Electric energy interface: 1916 Solar panels/Accumulators (19x 8000 panels and 6720 accumulators): 1938 Nuclear (3x blueprint below, stacked): 979 nuclear power resulted in a 50% reduction in UPS. Translated your result to other point of view : 1k SPM powered by Nuclear or ...
- Sat Jan 29, 2022 9:39 pm
- Forum: Energy Production
- Topic: Is nuclear power really bad for megabases?
- Replies: 38
- Views: 15123
Re: Is nuclear power really bad for megabases?
However, the first post made just one leg of compare. And the leg is somewhat broken. The final result should be like " Solar is more CPU friendly, it allows you produce 3000 science more than Nuclear with the same UPS." As someone said, it better should be the real base with all the infr...
- Sat Jan 29, 2022 7:03 am
- Forum: Energy Production
- Topic: Is nuclear power really bad for megabases?
- Replies: 38
- Views: 15123
Re: Is nuclear power really bad for megabases?
Idea of compare real impact of Nuclear vs solar is interesting. However, the first post made just one leg of compare. And the leg is somewhat broken. As someone said, it better should be the real base with all the infrastructure. So the final result should be like " Solar is more CPU friendly, ...
- Sat Jan 15, 2022 3:21 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 32010
Re: Defence economy balance
2. As Nefrums proposed, increasing the number of bullets in a magazine to 32. Ammo clip with 10 bulets means, tower need another clip every second, or less. It means, inserter feeding ammo is basically sensor of biter presence. It is VERY useful for automation and combinator contraptions. If you lo...
- Tue Jan 11, 2022 7:26 pm
- Forum: Show your Creations
- Topic: Stationary Spidertrons Defending Artillery Outpost!
- Replies: 3
- Views: 4104
Re: Stationary Spidertrons Defending Artillery Outpost!
The only negative is the amount of Spidertrons needed, it is not an option you should consider unless you have production that can make a lot of Spidertrons automatically with ease. yes, they are CPU hungry. Then we need towers for all the ammo types we produce already. Canon tower (it is basically...
- Tue Jan 11, 2022 9:48 am
- Forum: Show your Creations
- Topic: Simple modular laser defense wall
- Replies: 9
- Views: 14418
Re: Simple modular laser defense wall
I think idea "dont need a castle wall around all the base" makes sense. Current wall can hold small group od settlers. In default game they are 15-20. Get notiiced you would get about 7 behemots at once per group. It is ok. Eventualy, you can add mines ;) If you want to keep idea of "...
- Tue Jan 11, 2022 7:01 am
- Forum: Show your Creations
- Topic: Simple modular laser defense wall
- Replies: 9
- Views: 14418
Re: Simple modular laser defense wall
I see you did the test in map editor mode. Did you manually set the enemies? How? It is nests spawned by editor on clear land. All the bugs are born by itself. Smog/Polution is not present. I know there is some precise ratio of biters vs spitters nests, I dont care. I just swing mouse back and fort...
- Mon Jan 10, 2022 3:11 pm
- Forum: Show your Creations
- Topic: Simple modular laser defense wall
- Replies: 9
- Views: 14418
Re: Simple modular laser defense wall
Hello Tertius, I was impressed by your soft wall already, so I give it and try your blue print book based on the idea of "gap_and_spike". Whole book is nicely done, looks clean. The isolation feed is nice trick (thanks for the inspiration :geek: ), however ... . 1. All the blueprints are s...
- Thu Jan 06, 2022 10:50 am
- Forum: Energy Production
- Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
- Replies: 56
- Views: 27357
Re: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Hello,
as your design is not related to four leaf or improvement of given desing. It is better to make your own topic. There is plenty space for you no worry.
Thank you for removing your previous post from this topic.
- Fri Dec 31, 2021 9:32 am
- Forum: Combinator Creations
- Topic: All the zero drain laser walls
- Replies: 17
- Views: 8108
Re: All the zero drain laser walls
The iron poles you used are expensive, why do I use wooden ? ;) Spitters might start to attack from far, in case the wall appears not broken enough. That was the one of reasons for my wide gaps. All bug believe, it is broken wall, so they move quietly. Most probably spitters x bitters has different ...
- Thu Dec 30, 2021 2:30 am
- Forum: Combinator Creations
- Topic: All the zero drain laser walls
- Replies: 17
- Views: 8108
Re: All the zero drain laser walls
It seems they need to try and find the correct spot to get through that gap. It gets worse (for them) if a spike is directly below the gap. This seems what make them struggle to get through, and this is the strength of the setup. It also happens that if items are placed too near vertically, they go...
- Wed Dec 29, 2021 6:47 pm
- Forum: Duplicates
- Topic: 1.1.42 Alert triangle deletes power poles
- Replies: 1
- Views: 694
1.1.42 Alert triangle deletes power poles
It is for 1.1.42. I know it is 1.1.50 already. I am intentionaly a bit slower with with updates, just for case:-] In case this glitch was fixed, just delete my report. Red triangle of no power alert by blinking deletes part of the power pole. It works with all power poles. https://i.imgur.com/PWhX62...
- Wed Dec 29, 2021 12:49 pm
- Forum: Combinator Creations
- Topic: All the zero drain laser walls
- Replies: 17
- Views: 8108
Re: All the zero drain laser walls
Here is my laser defense wall. Laser turret only. The main power grid MUST contain real generators (steam engines or turbines), because accumulators from a solar power plant will not recharge the detector accumulator. If the detector accumulators are not properly recharged, the discharge is seen as...
- Mon Dec 27, 2021 10:33 am
- Forum: Combinator Creations
- Topic: All the zero drain laser walls
- Replies: 17
- Views: 8108
Re: All the zero drain laser walls
Has it to be the exactly walling? Or only quite similar? It is about towers and defence. If you developed a system without actual stone wall, it belongs here. So yes, similar is ok. Just check the first post for "Rules for Your wall to contribute" there is nothing about the number of ston...
- Sat Dec 25, 2021 9:03 pm
- Forum: Combinator Creations
- Topic: All the zero drain laser walls
- Replies: 17
- Views: 8108
Re: All the zero drain laser walls
Sleep / wake control via light oil. Hello, thank you for your contribution. It is nice idea to use a belt as a delay timer. A bit more expensive than 2 combinators ;) , but it looks great. Could you update your post to meet criteria of the topic ? Instead of a test bed, make it a finished blueprint...