Search found 231 matches

by Hedning1390
Fri May 25, 2018 9:31 am
Forum: Ideas and Suggestions
Topic: Gates reacting to vehicles standing on them
Replies: 2
Views: 1208

Re: Gates reacting to vehicles standing on them

If a stationary car is just "near" a track it won't get hit. Isn't it enough that a gate will stay lowered if the car is standing on it?
by Hedning1390
Fri May 25, 2018 9:26 am
Forum: Ideas and Suggestions
Topic: Remove ability to take/drop from/to splitters
Replies: 20
Views: 5777

Re: Remove ability to take/drop from/to splitters

I can place on everything. If I couldn't place on splitters then that would be the odd one out. That would get very confusing imo.

No, what should change about splitters is to make them consistent with belts, and preferably always place on the input side if possible.
by Hedning1390
Thu May 24, 2018 9:01 pm
Forum: Gameplay Help
Topic: Is there a way to check if two circuit signals are the same?
Replies: 10
Views: 5400

Re: Is there a way to check if two circuit signals are the same?

disentius wrote:this?
Yes. Check the first reply. It's the same suggestion. I don't know why this topic keeps going when the problem was solved with the first post.
by Hedning1390
Thu May 24, 2018 8:51 pm
Forum: Gameplay Help
Topic: Belt Balancing / Usage Issue
Replies: 20
Views: 7763

Re: Belt Balancing / Usage Issue

Here's a tip: Cycle and Merge. What I mean by that is if you have 8 belts first take from belt 1, then 2, etc. For tiny needs pull from belt 8. When all your belts have been used merge them pair for pair, then shift the items with splitters. Perhaps you notice you can merge even more before shifting...
by Hedning1390
Wed May 23, 2018 11:19 pm
Forum: Gameplay Help
Topic: Passenger train
Replies: 10
Views: 4404

Re: Passenger train

Take a queue from real life and let passengers off before loading new ones.
by Hedning1390
Wed May 23, 2018 9:25 am
Forum: Gameplay Help
Topic: Throughput unlimited balancers
Replies: 15
Views: 15243

Re: Throughput unlimited balancers

If you get rid of all curved belts, it can run at full throughput. no-curves.jpg That doesn't solve the issue. You can have 100% throughput with the curves and you can have 66% throughput with the straight lines. The problem inherent with this balancer is that the "back up tick" needs to ...
by Hedning1390
Tue May 22, 2018 10:15 pm
Forum: Gameplay Help
Topic: Belt Balancing / Usage Issue
Replies: 20
Views: 7763

Re: Belt Balancing / Usage Issue

If you build enough to need exactly a full belt then it will consume a full belt and nothing will starve. If an inserter has to wait all that means is you are no longer consuming a full belt, hence things will back up slightly and the inserter will not have to wait any longer.
by Hedning1390
Tue May 22, 2018 1:55 pm
Forum: General discussion
Topic: Death world biter problem
Replies: 24
Views: 10262

Re: Death world biter problem

I don't have experience of late game death world, but how long have you waited? It might be a similar problem as when trying to build lots at the same time, like there's a cap on alien move orders. It might clear itself if you just wait a long time.
by Hedning1390
Tue May 22, 2018 10:19 am
Forum: Ideas and Suggestions
Topic: Iron Chests, An Idea for Conversion and Re-Use
Replies: 50
Views: 17310

Re: Iron Chests, An Idea for Conversion and Re-Use

Meddleman wrote:Use wooden ones until no longer feasible, then burn.
Use steel chests afterward, and then collect and convert into logistic chests.
Only "problem" with that is that wooden chests are feasible at any stage of the game. You never have to switch from wooden to steel.
by Hedning1390
Tue May 22, 2018 9:05 am
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 10541

Re: On the capacity of trains

I know what the point was. We were discussing how it could be accomplished and the difficulties actually making it work. I think with things running on a timer you could make such system work, but if you try to run it on detection I think you'll run into problems, as I explained.
by Hedning1390
Tue May 22, 2018 7:47 am
Forum: Implemented Suggestions
Topic: Remove "wood" from the game, leaving only "raw wood"
Replies: 4
Views: 1708

Re: Remove "wood" from the game, leaving only "raw wood"

The purpose of wooden planks is the same as with any intermediate: to make automation more complicated.

I use wooden chests for all my train-to-belt train stations, as well as any other place logistics chests aren't needed, so for me this intermediate stays relevant throughout the game.
by Hedning1390
Tue May 22, 2018 12:47 am
Forum: Gameplay Help
Topic: Belt input balancing.
Replies: 12
Views: 4681

Re: Belt input balancing.

I haven't checked, but my impression is it's always the same inserters getting the odds and ends, always the front ones as I recall. So if you're drawing evenly from every buffer chest and never managing to drain or stuff the buffers, eventually the front chests will be much more empty. Doesn't mat...
by Hedning1390
Tue May 22, 2018 12:03 am
Forum: Gameplay Help
Topic: Belt Balancing / Usage Issue
Replies: 20
Views: 7763

Re: Belt Balancing / Usage Issue

The splitters in the first image are going in the wrong direction. They should start with the one pulling off, and then one by one fill the empty space left by the one before. There's also no reason to go all the way across. Take a few lines at a time then cut some off when there's nothing left. The...
by Hedning1390
Sun May 20, 2018 10:34 am
Forum: Gameplay Help
Topic: Please Help - Possible Bug
Replies: 12
Views: 3586

Re: Please Help - Possible Bug

I have not read through this thread, but flasks are unlike any other intermediate item in that they have durability. An almost used up flask doesn't count as used until it is completely gone.
by Hedning1390
Sun May 20, 2018 10:29 am
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 24353

Re: Pollution is counter-intuitive?

If you like it the way it is then why did you necro it?
by Hedning1390
Sat May 19, 2018 8:35 pm
Forum: Ideas and Suggestions
Topic: Mining Uranium Should be Required
Replies: 21
Views: 8190

Re: Mining Uranium Should be Required

There's more than uranium you're missing if you only play to the rocket. I think the best solution would be to find a way to redefine victory to some later point in the game.
by Hedning1390
Sat May 19, 2018 8:30 pm
Forum: General discussion
Topic: Bigger inventory
Replies: 7
Views: 5554

Re: Bigger inventory

Power armor provides more inventory.
by Hedning1390
Sat May 19, 2018 2:57 pm
Forum: Gameplay Help
Topic: Request items for insertion: Signal propagation difficulty
Replies: 1
Views: 818

Re: Request items for insertion: Signal propagation difficulty

Any operation takes one tick, so if you multiply the signal with -1 and add the result you will get exactly one tick of the signal before it cancels out every time it changes state (then you just have to figure out how to not count when it goes back to 0).
by Hedning1390
Sat May 19, 2018 8:27 am
Forum: Gameplay Help
Topic: Interaction between productivity modules and other bonuses
Replies: 3
Views: 1047

Re: Interaction between productivity modules and other bonuses

Lets say each productivity module in a miner gives you 1 extra ore per second. This would be true regardless of your total mining productivity. At 100% they would provide 1ore/s and at 200% they would provide 1ore/s. The total ore produced per miner is much higher at 200% so as a fraction that 1ore/...
by Hedning1390
Sat May 19, 2018 8:13 am
Forum: General discussion
Topic: FFF Topic Request
Replies: 16
Views: 5333

Re: FFF Topic Request

Well, the thing is that trains, belts and even bots provide a throughput challenge. With this pipes would be the odd one out unless you count power flow in power cables. I like the fluid feel of fluids, but maybe I would also be fine with this simplified way. Would have to play it first. I don't lik...

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