Optimal train setup in 0.15

Don't know how to use a machine? Looking for efficient setups? Stuck in a mission?
Post Reply
Avezo
Filter Inserter
Filter Inserter
Posts: 451
Joined: Fri Apr 01, 2016 3:53 pm
Contact:

Optimal train setup in 0.15

Post by Avezo »

Was that discussed and/or tested anywhere? With the way fuel works now, does it stay the same old 1-2-1, 2-4-2 and so on?

iceman_1212
Filter Inserter
Filter Inserter
Posts: 256
Joined: Wed Aug 17, 2016 9:49 am
Contact:

Re: Optimal train setup in 0.15

Post by iceman_1212 »

Folks are still doing testing, I imagine.

Two other factors that may affect things: effect of braking force research and the pathing penalty of 2000 tiles assigned to any paths with a station (that's not the destination station).

Another related factor is that late game science (+ RPM) megabases will require massive amounts of material (1k per min of each science pack in non-marathon is >100k iron and ~30k copper iirc) and I think there may be a shift toward decentralized or on-site smelting to conserve UPS.

If your question is just related to acceleration, I believe creative mode is already updated for 0.15.

Avezo
Filter Inserter
Filter Inserter
Posts: 451
Joined: Fri Apr 01, 2016 3:53 pm
Contact:

Re: Optimal train setup in 0.15

Post by Avezo »

Here I am once again asking the same question :P Despite following Xterminator's videos, it seems Madzuri nor anyone else didn't mention 100% certain data about it. Does anyone here know anything?

Post Reply

Return to “Gameplay Help”