Search found 100 matches
- Sun Jan 19, 2020 12:07 pm
- Forum: Gameplay Help
- Topic: Multiple train on a single stop?
- Replies: 10
- Views: 6204
Re: Multiple train on a single stop?
For using train stations for different kind of wares the simplest way to achieve it I can think of is to use a bot based unloading system. Just load everything into active provider chests, and have active requester chests nearby specifically for the goods you need. The bots can do the sorting for yo...
- Sun Jan 19, 2020 12:10 am
- Forum: General discussion
- Topic: Smallest reliable production time
- Replies: 22
- Views: 5101
Re: Smallest reliable production time
Inserters are naive. Using two inserters to pull from the same source will *not* double your input speed because they will mostly just interfere with each other. You have to use circuits (or stack size override) to force the inserters to pull from the source in alternating order. For examples i rec...
- Thu Jan 16, 2020 10:06 pm
- Forum: General discussion
- Topic: Smallest reliable production time
- Replies: 22
- Views: 5101
Smallest reliable production time
With beacons and speed modules we can speed up production speeds a lot - but in my experience the theoretical speed up can't be actually reached if the production time is too low. If I speed up the already fast recipes with 0.5s base time up a lot to theoretical value below 0.1s per production cycle...
- Wed Jan 15, 2020 5:11 pm
- Forum: Gameplay Help
- Topic: How to destroy unwanted items?
- Replies: 7
- Views: 38922
Re: How to destroy unwanted items?
I personally put all the obsolete stuff in a chest and ran over with a tank. After finding a few wooden power poles afterwards, I built a small slalom course with them. While missing some of them I obviously hit one of my large power poles instead, of course.
- Wed Jan 15, 2020 5:08 pm
- Forum: General discussion
- Topic: Roboports
- Replies: 24
- Views: 6057
Re: Roboports
It's like owning an electric car (i.e. Tesla) and arriving at the parking lot which has 4 charging spots (that are taken) ... but lots of other empty spaces. I've wondered why Roboports are the way they are too. There are no non-electric bots to take up those spaces. The Borg have ports in every sl...
- Wed Jan 01, 2020 10:12 am
- Forum: Ideas and Suggestions
- Topic: [0.17.79] Trains should repath at a blue chain-signal
- Replies: 19
- Views: 4549
Re: [0.17.79] Trains should repath at a blue chain-signal
For stackers/stations that get that busy I put a repath-forcing pair in front of the entry chain, that works, it's just "now pick the closest open stop according to the _current_ track conditions". I can see how forcing a repath at _every_ chain brake would be a bad idea, think about a (f...
- Mon Dec 30, 2019 12:17 pm
- Forum: Gameplay Help
- Topic: Request Sanity Check (Factory Size)
- Replies: 8
- Views: 3074
Re: Request Sanity Check (Factory Size)
You should definetly think about using productivity and speed modules. For example - just adding two productivity modules Level 3 in each lab will give you 20% more effective research, so you only need to produce 8333.3 science per hour instead of 10 000. Add productivity modules to other expensive ...
- Sun Dec 08, 2019 9:06 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503342
Re: Simple Questions and Short Answers
As far as I understand trains prefer the shortest route if possible. They might divert if a train is already in a section they'd like to pass as this gives a penalty on their own distance calculation. But this is not the case here - your trains are both outside of this area, and there is no rule whi...
- Sun Dec 08, 2019 9:00 pm
- Forum: Energy Production
- Topic: Kovarex enrichment with constant catalyst
- Replies: 10
- Views: 4404
Re: Kovarex enrichment with constant catalyst
I don't feel like pulling up the whole blueprint ; how does your centrifuge get refilled with u-235? I filter remove u-235 into a plain chest, and then use a plain inserter to move from one plain chest to another, and then re-insert u-235. Only if there's excess does it pull from the second box (us...
- Sat Dec 07, 2019 5:03 pm
- Forum: Gameplay Help
- Topic: Inserter & Furnace Issue
- Replies: 4
- Views: 3305
Re: Inserter & Furnace Issue
Also - if you want to get both ore and coal on the belt make sure that each lane gets exactly one of those, or you'll end up in stopped production should ore run out and coal block both lanes. (Which will happen very soon as coal is needed in significant lower numbers.) To achieve that, you have to ...
- Sat Dec 07, 2019 2:26 pm
- Forum: Energy Production
- Topic: Kovarex enrichment with constant catalyst
- Replies: 10
- Views: 4404
Kovarex enrichment with constant catalyst
I wanted to design an efficient Kovarex enrichment processing which should fulfill two requirements: 1. It shall provide the produced U-253 immediately and only retain its existing catalyst. 2. It shall not produce too much U-253 depleting the U-258 reserves. The basic setup for this looks like this...
- Mon Dec 02, 2019 8:01 pm
- Forum: Gameplay Help
- Topic: First attempt on a megabase - train design
- Replies: 4
- Views: 3835
Re: First attempt on a megabase - train design
Thanks for the hints! I now also cleaned up the other side of my base, and now I think the next best step to set up a basic rail network first with a few central lines. After that I'll experiment with some prototypes of stations. If those prototypes work, I can apply them and start to build the actu...
- Mon Dec 02, 2019 4:51 pm
- Forum: Gameplay Help
- Topic: Help with designing factory bus
- Replies: 11
- Views: 4277
Re: Help with designing factory bus
Lanebalancers make sure the input is balanced when the output is unevenly consumed. splitters dont do this , they treat every lane separate. example: lanebalancing example.gif Oh, yea, this is what actually started my little confusion. I wanted to take one arm off my bus and process it as steel, bu...
- Sun Dec 01, 2019 11:57 am
- Forum: Gameplay Help
- Topic: Problematic modular armor
- Replies: 1
- Views: 1022
Re: Problematic modular armor
I don't think there is an "optimal" build - it depends heavily on the player's preferences. For example for combat - how do you plan to fight those natives? If you're setting out to fight them on foot, having some exosceletons inside is worth it to be able to dodge the spitters and outrun ...
- Sun Dec 01, 2019 11:25 am
- Forum: Gameplay Help
- Topic: First attempt on a megabase - train design
- Replies: 4
- Views: 3835
First attempt on a megabase - train design
After finishing several games with different patches I finally wanted to go build a mega base with a science production of 1000 per minute. I've started with a modest factory to get all the non-repeatable research and acts as mall. Now the research is done, and I want to prepare everything for going...
- Sun Dec 01, 2019 10:19 am
- Forum: Gameplay Help
- Topic: Help with designing factory bus
- Replies: 11
- Views: 4277
Re: Help with designing factory bus
Your first splitter just acts a balancer - so afterwards you have a 50:50 distribution on your two lanes. The fourth splitter is actually just a "merger" which makes sure that you draw from both lower and upper belt equally. The other two split up half of the lower and upper belt as alread...
- Sun Nov 17, 2019 12:01 am
- Forum: General discussion
- Topic: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
- Replies: 11
- Views: 4043
Re: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
I guess that's a balancing issue. Later in the game the biters are no threat to your base anymore, so there must be something else which can cause damage and force you to do repairs. :lol: Inside my base I only use a car, though at least most times the crashes don't directly destroy the thing I run ...
- Thu Nov 14, 2019 8:08 pm
- Forum: General discussion
- Topic: are more ammo-based turrets comming?
- Replies: 17
- Views: 5622
Re: are more ammo-based turrets comming?
I just double checked. In my new game where I have currently a 20% Bonus I have gun turrets loaded with standard ammo, doing a base damage of 5. If it was just a 40% bonus overall, the effective damage would be 7. But it is 7.2 - which means the game first applies the 20% damage bonus for the ammo, ...
- Thu Nov 14, 2019 4:49 pm
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 20051
Re: Niggles and nitpicking - player preferences
My personal nitpicking is to make sure to not leave any small ore patches around. Even if it is a hassle to mine that small patch empty - I'll do it, I can't stand to believe that I left precious resources in the ground!
- Thu Nov 14, 2019 4:47 pm
- Forum: General discussion
- Topic: are more ammo-based turrets comming?
- Replies: 17
- Views: 5622
Re: are more ammo-based turrets comming?
Gun turrets have one siginificant advantage to laser, though: The damage bonus is squared. They get the inreased damage from the bullets and the same procentual increase on top from the turret. So if you have +100% damage researched, laser turrets will do double damge, while gun turrets will do 4 ti...