Search found 94 matches
- Mon Sep 19, 2016 9:50 am
- Forum: General discussion
- Topic: Is blue belt worth the cost in resources?
- Replies: 19
- Views: 14727
Re: Is blue belt worth the cost in resources?
When I started setting production goals for tier 3 modules my definition of "expensive" changed. I could pave my entire map in blue belts for what I spend on modules in an hour. Hahaha! Absolutely agree - my belt production area ensures that I always have 2k blue belts in stock, but that ...
- Mon Sep 19, 2016 9:26 am
- Forum: Gameplay Help
- Topic: Train Hub Advice
- Replies: 6
- Views: 4105
Re: Train Hub Advice
To actually address your comment about the stackers, however, there are currently 4 in each direction. This should be enough for the immediate future, and I do have (limited) expansion area for those as well (eg ensuring that each stacker can hold 2 trains). However, see above for my expansion plans...
- Mon Sep 19, 2016 9:21 am
- Forum: Gameplay Help
- Topic: Train Hub Advice
- Replies: 6
- Views: 4105
Re: Train Hub Advice
Hah! I tried a full logistics setup and decided that 1) it wasn't visually pleasing for me, and 2) the power requirements were starting to climb through the roof. Plus I had to keep my train unloading and production logistics networks separate. When I upgraded to my current setup, therefore, I went ...
- Mon Sep 19, 2016 6:52 am
- Forum: Gameplay Help
- Topic: Train Hub Advice
- Replies: 6
- Views: 4105
Re: Train Hub Advice
Thank you for taking the time to reply :-). I did think about that, but I would need to reroute the southern line to squeeze between the furnace loader and the unloading bays which would be tight. However, a more telling point is that I have no trains which go _past_ the hub - they all stop. To be h...
- Sun Sep 18, 2016 11:29 pm
- Forum: Gameplay Help
- Topic: Solar powered laser turret outpost?
- Replies: 5
- Views: 11382
Re: Solar powered laser turret outpost?
I recommend the FARL mod. If you install that, you can set up a track-laying train which automatically places power poles as well, thus spreading your power grid along the rail system. Assuming that you are using trains to move stuff to and from your outposts, this means that you can connect every o...
- Sun Sep 18, 2016 11:20 pm
- Forum: Gameplay Help
- Topic: Seemingly solid mass-power setup, but idling engines
- Replies: 5
- Views: 2757
Re: Seemingly solid mass-power setup, but idling engines
Absolutely - you need to build pump, pipe the water to the boilers then to the steam engines. And I would recommend 1 offshore pump for each group of 14 boilers/10 steam engines, and keep the water systems separate. As has been said, the fluid system can be odd...
- Sun Sep 18, 2016 11:14 pm
- Forum: Gameplay Help
- Topic: Train Hub Advice
- Replies: 6
- Views: 4105
Train Hub Advice
I've been playing a while now (er... 600+ hours, but a lot of that is spent sitting and watching my Main Bus and smiling at my inner OCD demon), but I am still very much learning and trying out new stuff. So, I have been poking around the forums & Reddit to look at designs for anything and every...
- Fri Sep 16, 2016 3:01 pm
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 140881
Re: Configuration & usage
I also have a question: I want to add green wires to my existing track (I laid the original track without ticking the box). Do I simply load up with wire, check the "maintenance" box and drive to my destination?
- Fri Sep 16, 2016 2:41 pm
- Forum: Combinator Creations
- Topic: One more Smart Furnace®
- Replies: 43
- Views: 22872
Re: One more Smart Furnace®
The first(!) major question that I have is "how do I identify a chunk boundary?", so that I can even begin to build be of these
- Fri Sep 09, 2016 11:13 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 299894
Re: Thank you (Make the dev-team happy today!)
This was a "throwaway purchase" for me when it first came out on Steam. I thought that the graphics looked a bit retro (although, as a child of the 60s, "Retro" is not always bad :) ), but the concept of the game appealed to me, and it looked to be well worth the price tag. Oh. M...
- Fri Sep 09, 2016 10:03 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 548807
Re: Let's see your clever builds
Full safety RR crossing using circuit networking. Closes gates on train approach. If you beat the gate it will stop the train. the gate closing signals are well before the gates themselves. You are not likely to get past the gate with a train in the danger zone. . But just in case you do there are ...
- Thu Sep 08, 2016 12:52 am
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 23677
Re: Smart Furnace - load-balanced, demand-based, and tileable
Just a quick thought to throw in to see if anyone can poke holes in my premise: Several comments have been made about stack sizes and inability to generate a lock-free smart furnace as a consequence. If the Devs added furnaces into the circuit network, would we then be able to work around the issue?...
- Mon Sep 05, 2016 1:20 pm
- Forum: Combinator Creations
- Topic: Smart Furnace - Setting Filters
- Replies: 17
- Views: 9716
Re: Smart Furnace - Setting Filters
Because I want to, damnit! :P I have a fairly compact factory (mostly using the PnP Modular layout), and I am currently equipped with a 120-furnace array which is "semi-smart" - it will switch between iron, copper or off for 100 of the furnaces, depending on logistic network stock levels (...
- Sun Sep 04, 2016 11:40 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 159904
Re: Modular Extensible PnP Factory
This whole thread has been totally awesome, from the original idea (thanks and kudos, Dee!) to my latest hero, Stunevol, for that completely brilliant (and twisted) research module (and a half *grin*). You guys rock!