Tips, Designs, & Tricks

Don't know how to use a machine? Looking for efficient setups? Stuck in a mission?
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Skellitor301
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Re: Tips & Tricks

Post by Skellitor301 » Mon Nov 17, 2014 12:19 am

JackGruff wrote:
Skellitor301 wrote: It's a good idea to put rail signals on the parts of a track that you will traffic across often, this will give you a heads up if a train is coming and spare you the annoyance of becoming railkill
I do not think this is a good tip at all. Signals introduce more blocks and complications. The only time you can place one when you feel like it is on track you know will only have one way traffic, else it will mess up.
Normally for me I would put this on the exit/enter tracks of my bases, this has saved my bacon a few times when I would go out to perform some arbitrary maintenance at a resource base or something and I'd end up sticking around near the base to clear trees or build. I'd constantly cross tracks that go in and out of the base so having rail signals set up for those areas are helpful as a warning as that's their only purpose in my setups

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Re: Tips & Tricks

Post by WoodyDaOcas » Mon Nov 24, 2014 12:16 pm

sorry guys, I failed at googling/searching the forum.. can anyone please advise on what is the function/mod, that show's more info in game, ie. what mod's item you are currently looking on. For instance, tungsten shows something like DyTech core 1.0 or something like that, I believe I saw it on some YT video, light blue color it was maybe.. anyone knows ? thanks a lot!

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Re: Tips & Tricks

Post by DaveMcW » Mon Nov 24, 2014 12:20 pm

That was a feature in 0.10, but removed in 0.11.

You can post in bug reports if you think we should have it back.

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Re: Tips & Tricks

Post by Skellitor301 » Mon Nov 24, 2014 3:47 pm

Also keep in mind the tips are for vanilla gameplay, modded tip suggestions wont be put in the main post

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Re: Tips & Tricks

Post by n9103 » Mon Nov 24, 2014 9:35 pm

Could always start up a tips and tricks thread in the Dytech (sub)forum.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: Tips & Tricks

Post by Tinyboss » Mon Nov 24, 2014 11:37 pm

Poison capsules are a great way to clear a thick forest. Grenades do pretty well before you have the poison capsules researched.

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Re: Tips & Tricks

Post by WoodyDaOcas » Mon Nov 24, 2014 11:47 pm

that looks like a perfect opportunity to ask - does forest help with pollution ? :)

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Re: Tips & Tricks

Post by LordFedora » Tue Nov 25, 2014 12:21 am

The trees absorb pollution that exists on the chunk, so yes

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Re: Tips & Tricks

Post by Skellitor301 » Wed Nov 26, 2014 2:27 am

Updated:
  • Added an efficient furnace layout that includes a buffer storage
  • Added information on deforestation and a bit of pollution control with trees

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Re: Tips & Tricks

Post by User_Name » Fri Nov 28, 2014 8:47 am

When adding temporary tank(s) to extend overflowing storage, leave space for a pipe. You can later replace this pipe with electric pump, which will allow you to deconstruct tank without losing any liquid.

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Re: Tips & Tricks

Post by Skellitor301 » Fri Nov 28, 2014 9:44 am

Updated:
  • Added the fluid tank management tip

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Re: Tips & Tricks

Post by ssilk » Fri Nov 28, 2014 6:55 pm

I thought a bit about this thread and think it is a better place in the Gameplay Help instead of general.
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Re: Tips & Tricks

Post by Skellitor301 » Fri Nov 28, 2014 11:41 pm

ssilk wrote:I thought a bit about this thread and think it is a better place in the Gameplay Help instead of general.
Alrighty then, thanks Ssilk :)

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Re: Tips & Tricks

Post by darksparks » Fri Dec 05, 2014 7:57 pm

this may help..
boilers can feed boilers.. using inserters

key:
^^ = conveyor belt
> = inserter
[] = boiler
{} = pipe
. = nothing

example:
{}..{}.{}.....{}.{}..{}
[]<[]<[]<...>[]>[]>[]
[]<[]<[]<^^>[]>[]>[]
[]<[]<[]<^^>[]>[]>[]
{}..{}.{}.^^.{}..{}.{}

~ this allows much more compact power-plants

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Re: Tips & Tricks

Post by n9103 » Fri Dec 05, 2014 9:09 pm

I like the idea of that boiler setup, but it's not very practical after only a couple layers, due to the increasingly out-of-alignment adjustments required.
Without distant planning, you'll end up rebuilding everything after the boilers for every expansion.

I would suggest an alternative design to this approach:

Code: Select all

  < or > inserter
<-- or --> long-handed
B boiler  | pipe  ^ feed belt
<-X power pole next to long-handed

 B<--B<--B<^^>B-->B-->B
 B<--B<--B<^^>B-->B-->B
 B<-XB<-XB<^^>BX->BX->B
 B<--B<--B<^^>B-->B-->B
 B<--B<--B<^^>B-->B-->B
This design uses long-handed inserters between boilers instead, sharply reducing (or eliminating) the need for alignment adjustments.
This design is also modular, and doesn't require the use of burner inserters.
Bad info here. Turns out my imagined dimensions were off by 1
Still a better design than the original, and no more space consuming than it's equivalent conventional design if you normally leave a space between engine rows.
Also easier to manage the coal supply with, since it only needs a single coal entry point.
Last edited by n9103 on Fri Dec 05, 2014 9:44 pm, edited 2 times in total.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: Tips & Tricks

Post by User_Name » Fri Dec 05, 2014 9:27 pm

It needs 1 more offset
Image

It looks like in the end it uses more space than conventional setup, unless you use pipes to compensate for misalignment.
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Re: Tips & Tricks

Post by LordFedora » Fri Dec 05, 2014 9:35 pm

But it only uses one belt for coal (don't shoot i'm just trying to help (T_T))

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Re: Tips & Tricks

Post by n9103 » Fri Dec 05, 2014 9:38 pm

User_Name wrote:It needs 1 more offset
It looks like in the end it uses more space than conventional setup.
Hmm. Guess I was thinking engines were 5 wide? dunno. :?
I don't see how it uses more space however, other than the inclusion of a double feed belt, which would be required if taken to practical limits.
And in that case, it saves space on not having a fancy splitter system feeding every other row. (some people aren't satisfied with a simple splitter-off-the-main-line setup.)
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: Tips & Tricks

Post by User_Name » Fri Dec 05, 2014 9:42 pm

Also, with max inserter stack bonus, inserter grabs ALL fuel out of middle boiler when next boiler in chain needs a piece.
Not sure how it will work with big power plants.
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Re: Tips & Tricks

Post by darksparks » Fri Dec 05, 2014 9:45 pm

True it has some problems..
I don't think it taking fuel is a problem as it takes fuel when its still burning the last piece.. this puts all the engines in some kind of sync where none ever slow as they all top up during a last piece burn.. at-least iv never seen any issues.. might need more testing.
http://screenshooter.net/101388456/duhyypl
Image

oops lights where my inserters should be :roll: i spose that gives away that it is a fake factory from editor..
Last edited by darksparks on Fri Dec 05, 2014 10:04 pm, edited 3 times in total.

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