Search found 368 matches
- Thu May 29, 2014 8:25 pm
- Forum: General discussion
- Topic: How to fake a near-side inserter
- Replies: 12
- Views: 10804
Re: How to fake a near-side inserter
I use faster belts on all turns as a habit. Besides this design is simple, but larger designs would kill me trying to identify which belts i need to use. The difference in resources is negligible too: main reason why I dont make only express belts is due to labeling - That way I know which belts are...
- Thu May 29, 2014 10:25 am
- Forum: Outdated/Not implemented
- Topic: Cooperation in spreading the game
- Replies: 1
- Views: 978
Re: Cooperation in spreading the game
I believe current stance is to take things slowly. Heck devs are waiting with steam until they polish the current game.
- Wed May 28, 2014 3:01 am
- Forum: General discussion
- Topic: GIF Mini Tutorials!
- Replies: 38
- Views: 39101
Re: GIF Mini Tutorials!
Another very useful aspect of splitters:
allowing shifting belt 1 tile to the side without loosing speed. Again only useful for blue belts.
allowing shifting belt 1 tile to the side without loosing speed. Again only useful for blue belts.
- Wed May 28, 2014 1:47 am
- Forum: General discussion
- Topic: GIF Mini Tutorials!
- Replies: 38
- Views: 39101
Re: GIF Mini Tutorials!
I didn't use blue belts but the concepts are the same. I would actually recommend using higher tier splitters: 1) to show that they tend to split 1 high speed belt into 2 lowers tier belts (i.e 1 red belt in = 2 yellow belts out) 2) This technique is used only for blue belts: you can turn red and y...
- Tue May 27, 2014 9:13 pm
- Forum: General discussion
- Topic: How to fake a near-side inserter
- Replies: 12
- Views: 10804
Re: How to fake a near-side inserter
This is how I usually solve this problem:
works better with larger factories because you need to do it only once per line
works better with larger factories because you need to do it only once per line
- Tue May 27, 2014 3:51 am
- Forum: Ideas and Suggestions
- Topic: Add-ons to existing buildings
- Replies: 9
- Views: 2833
Re: Add-ons to existing buildings
If these are needed they could be added in form of modules anyhow thats what we are saying.
- Tue May 27, 2014 1:23 am
- Forum: Show your Creations
- Topic: My ~35 hour base
- Replies: 6
- Views: 7577
Re: My ~35 hour base
I really need to re-do my rail network...it works but i was stupid enough to make it british way...
- Mon May 26, 2014 11:57 pm
- Forum: Ideas and Suggestions
- Topic: Add-ons to existing buildings
- Replies: 9
- Views: 2833
Re: Add-ons to existing buildings
But what for? I mean you can always expand your base...or build it differently.
Whats the point?
Whats the point?
- Mon May 26, 2014 11:40 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) ☸
- Replies: 59
- Views: 25019
- Mon May 26, 2014 11:39 pm
- Forum: Ideas and Suggestions
- Topic: Add-ons to existing buildings
- Replies: 9
- Views: 2833
Re: Add-ons to existing buildings
Isnt everything is already an addon to everything?
because if you consider your factory that makes science pack - it is made of multiple addons each working together at once. And even on small scale you have beacons and modules.
because if you consider your factory that makes science pack - it is made of multiple addons each working together at once. And even on small scale you have beacons and modules.
- Mon May 26, 2014 8:40 pm
- Forum: Ideas and Suggestions
- Topic: Replace the splitter with simpler unit operations
- Replies: 24
- Views: 7600
Re: Replace the splitter with simpler unit operations
Thing is, I would've given you the benefit of the doubt, if your suggestion provided painless replacement to the current system (as in it is capable of doing everything current system can). Simply because yes new people have trouble understanding splitters. (perhaps not because they are complex but ...
- Mon May 26, 2014 10:31 am
- Forum: Ideas and Suggestions
- Topic: Replace the splitter with simpler unit operations
- Replies: 24
- Views: 7600
Re: Replace the splitter with simpler unit operations
It still doesnt change the fact, that proposed change not only doesnt add anything to the game (you can already achieve now anything this combination does) but at the same time it actually cannot replicate *all* splitter capabilities as mentioned before. Thus making is a poor suggestion for replacem...
- Sat May 24, 2014 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Replace the splitter with simpler unit operations
- Replies: 24
- Views: 7600
Re: Replace the splitter with simpler unit operations
Imagine belt in giant circle around your entire base. Now imagine it has smart inserters that input items only when specific item is lacking. For example absence of yellow belts will trigger increased output of iron into the system. With your proposals it will indeed cause multiple jams, but current...
- Sat May 24, 2014 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Replace the splitter with simpler unit operations
- Replies: 24
- Views: 7600
Re: Replace the splitter with simpler unit operations
While i would agree, that individually they are simpler, (I believe current splitter is easier to understand then proposed balancer - since currently you know that everything will get split evenly) They are much more complicated as two. How would proposed system split random sequence \ fixed ratio i...
- Sat May 24, 2014 3:38 am
- Forum: General discussion
- Topic: Who is the player character?
- Replies: 54
- Views: 17739
Re: Who is the player character?
Star traveler extraordinaire, that suffered unlucky streak and crash landed on unknown planet.
- Sat May 24, 2014 3:30 am
- Forum: Ideas and Suggestions
- Topic: Coal Electricity separation.
- Replies: 9
- Views: 6544
Re: Coal Electricity separation.
Maybe there's a story element here that's been overlooked. You're a future civilisation, come to colonise an alien world. You're not simming the Industrial Revolution. Therefore, you'd create the efficient technology as soon as you could. Another note, most of the early game is still coal, as the c...
- Fri May 23, 2014 7:21 pm
- Forum: Show your Creations
- Topic: OAK's Full Underground Factory
- Replies: 9
- Views: 11618
Re: OAK's Full Underground Factory
Heh I usually build ========= =F==F==F= ========= I L I L I >>>>>>>>> >>>>>>>>> I L I L I ========= =F==F==F= ========= Where I and L are inserters and long ones accordingly. 1 unit is 3x6, double unit is 3x10 making it essentially 3x5 per factory, It is possible to go even smaller, but i hate havin...
- Fri May 23, 2014 10:24 am
- Forum: Ideas and Suggestions
- Topic: Coal Electricity separation.
- Replies: 9
- Views: 6544
Re: Coal Electricity separation.
Well outposts need protection as well. I usually cover entire ore deposit with miners in order to facilitate extraction and it does paint the map red for many squares around. Some deposits are also located deep inside the landmass with out any decent water sources (or oil for that matter). Piping be...
- Fri May 23, 2014 6:19 am
- Forum: Show your Creations
- Topic: OAK's Full Underground Factory
- Replies: 9
- Views: 11618
Re: OAK's Full Underground Factory
does it save space? looks to me like you are shaving 3 tiles off the side by making it 3 tiles longer.
in fact i think it takes more space since you can share belts between lines of smelters.
Cool concept nevertheless.
in fact i think it takes more space since you can share belts between lines of smelters.
Cool concept nevertheless.
- Fri May 23, 2014 12:07 am
- Forum: Show your Creations
- Topic: Oil Processing designs?
- Replies: 16
- Views: 15586
Re: Oil Processing designs?
I believe this is the most compact design: http://i.imgur.com/wjDWppE.jpg Since it uses only 2 pipelines for oil and water in the middle (2 tiles wide) as well as only 3 tiles on each side for products. Total width is 18 tiles, I believe if you want even more (insanity!) it would be possible to plac...