Search found 368 matches

by Garm
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...
by Garm
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Forum: Outdated/Not implemented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.
by Garm
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:

Image

allowing shifting belt 1 tile to the side without loosing speed. Again only useful for blue belts.
by Garm
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...
by Garm
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:

Image

works better with larger factories because you need to do it only once per line
by Garm
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.
by Garm
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...
by Garm
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?
by Garm
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.
by Garm
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 ...
by Garm
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...
by Garm
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...
by Garm
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...
by Garm
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.
by Garm
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...
by Garm
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...
by Garm
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...
by Garm
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.
by Garm
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...

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