Search found 297 matches

by gGeorg
Sat Feb 26, 2022 5:12 pm
Forum: Gameplay Help
Topic: Meaning of show-pollution-values output
Replies: 1
Views: 344

Re: Meaning of show-pollution-values output

Amount of pollution (first number is amount of units of pollution) slash reduction per minute. i.e. pollution is absorbed by environment slowly. Some surface absorb slower, like water. Some other surface absorb better like grass. Trees are of course the best friend. They have biggest absorption. How...
by gGeorg
Thu Feb 24, 2022 5:38 pm
Forum: Combinator Creations
Topic: All the zero drain laser walls
Replies: 17
Views: 2859

Re: All the zero drain laser walls

Qon wrote:
Tue Feb 22, 2022 8:36 pm
gGeorg wrote:
Sun Feb 20, 2022 8:10 pm
Yes, I found it. Only problem is, it doesnt work.
Yes it does. I made it, of course it works. You used it wrong.
No it doesn't. At least here in Europe, It doesn't work at all.
by gGeorg
Mon Feb 21, 2022 1:52 pm
Forum: Gameplay Help
Topic: Best oil for flame towers?
Replies: 16
Views: 1275

Re: Best oil for flame towers?

is it more wasteful to use a crude oil pipe for flamethrowers, which is needed anyway for transportation from the oil well (unless you have trains). Or is it to pump a lot of heavy/light oil into a seperate crazy long pipe, which needs a lot to be filled. , but flamethrowers are consuming such a sm...
by gGeorg
Sun Feb 20, 2022 8:46 pm
Forum: Gameplay Help
Topic: Best oil for flame towers?
Replies: 16
Views: 1275

Re: Best oil for flame towers?

Isn´t heav oil more effective then light oil even if the damge would be same? Because you nee less crude oil for it? Crude oil + water makes more units of light oil from a unit of crude. i.e. assume water is endless cheap resource, then usage of light oil is not only more deadly, but also more effi...
by gGeorg
Sun Feb 20, 2022 8:10 pm
Forum: Combinator Creations
Topic: All the zero drain laser walls
Replies: 17
Views: 2859

Re: All the zero drain laser walls

I did this 3 years ago. Waking up and going back to sleep are both instant. The blueprint book includes corners. There's a "main" piece that can be used to to switch from "auto" to "on". The blueprint snaps to chunks. It looks slightly better in the actual blueprint th...
by gGeorg
Mon Feb 14, 2022 1:24 pm
Forum: Gameplay Help
Topic: fuel per unit for trains
Replies: 8
Views: 674

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 ...
by gGeorg
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: 1022

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 :geek:
by gGeorg
Wed Feb 09, 2022 2:01 pm
Forum: Gameplay Help
Topic: fuel per unit for trains
Replies: 8
Views: 674

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...
by gGeorg
Fri Feb 04, 2022 8:49 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 195
Views: 51954

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...
by gGeorg
Thu Feb 03, 2022 2:54 am
Forum: Energy Production
Topic: Is nuclear power really bad for megabases?
Replies: 27
Views: 3205

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...
by gGeorg
Wed Feb 02, 2022 3:12 pm
Forum: Energy Production
Topic: Is nuclear power really bad for megabases?
Replies: 27
Views: 3205

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 ...
by gGeorg
Sat Jan 29, 2022 9:39 pm
Forum: Energy Production
Topic: Is nuclear power really bad for megabases?
Replies: 27
Views: 3205

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...
by gGeorg
Sat Jan 29, 2022 7:03 am
Forum: Energy Production
Topic: Is nuclear power really bad for megabases?
Replies: 27
Views: 3205

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, ...
by gGeorg
Sat Jan 15, 2022 3:21 am
Forum: Balancing
Topic: Defence economy balance
Replies: 78
Views: 15774

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...
by gGeorg
Tue Jan 11, 2022 7:26 pm
Forum: Show your Creations
Topic: Stationary Spidertrons Defending Artillery Outpost!
Replies: 3
Views: 1849

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...
by gGeorg
Tue Jan 11, 2022 9:48 am
Forum: Show your Creations
Topic: Simple modular laser defense wall
Replies: 9
Views: 1503

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 "...
by gGeorg
Tue Jan 11, 2022 7:01 am
Forum: Show your Creations
Topic: Simple modular laser defense wall
Replies: 9
Views: 1503

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...
by gGeorg
Mon Jan 10, 2022 3:11 pm
Forum: Show your Creations
Topic: Simple modular laser defense wall
Replies: 9
Views: 1503

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...
by gGeorg
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: 54
Views: 11233

Re: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles

jimakoskx wrote:
Wed Jan 05, 2022 8:25 am
I am new and i didnt want to start a new post
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.
by gGeorg
Fri Dec 31, 2021 9:32 am
Forum: Combinator Creations
Topic: All the zero drain laser walls
Replies: 17
Views: 2859

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 ...

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