Search found 246 matches

by Zourin
Sun Jul 20, 2014 10:44 pm
Forum: Implemented Suggestions
Topic: Give Splitters a Seperation Mode
Replies: 6
Views: 4549

Re: Give Splitters a Seperation Mode

It still surprises me this isn't a core part of the game yet.

Taking advantage of the two-lane belt system is as easy as feeding belts onto the sides, yet trying to split them requires arcane mechanics exploits with, of all unrelated things, tunnels.
by Zourin
Sat Jul 19, 2014 10:44 am
Forum: Gameplay Help
Topic: Transport belt lane balancing
Replies: 11
Views: 5154

Re: Transport belt lane balancing

When it comes to lane balancing a double-lane belt that's transporting a single item type, the simplest solution is best. Resource back-up will inevitably throttle production to meet demand anyway, so it doesn't particularly matter what goes on what side of the belt, as long as you're utilizing as m...
by Zourin
Sat Jul 19, 2014 10:25 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Electronics Department
Replies: 3
Views: 4212

Re: Electronics Department

Awesome and tight knit, but I like to condense the number of inputs a bit so that it's easier to ship via train. That said, Usually my electronics section brings in copper, iron, sulfur (with locally supplied water), and plastics from the refineries. I do this because this saves the trouble of havin...
by Zourin
Sun Jul 13, 2014 11:05 am
Forum: General discussion
Topic: Transport Water
Replies: 2
Views: 2796

Re: Transport Water

I remember hearing somewhere that electric pumps may have a lower 'push' rate than the offshore pumps. This was back in a thread where I mentioned that it appeared as though pumps attached to the steam cycle caused a 'blowout' and the whole system failed. If it was a matter of flow restriction, I wo...
by Zourin
Wed Jul 02, 2014 10:30 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 134158

Re: Attacking biters with turrets makes all weapons pointles

I think the problem is with the inadequacy of regular turrets, which require routine resupply and are only effective against small biters, better than nothing for mediums, and completely inneffectual against large biters. Laser turrets are tough to obtain, but once hooked up require zero maintenance...
by Zourin
Fri Jun 13, 2014 6:54 am
Forum: Show your Creations
Topic: OAK's Full Underground Factory
Replies: 9
Views: 11718

Re: OAK's Full Underground Factory

It's a pretty clean in-line design. The first thing I would want to do is splitter-conjoin two or four of these lines to increase the throughput and take advantage of the narrow profile, and make it easier to dual-lane these for processing or train shipment. I find transporting ore via train is less...
by Zourin
Fri Jun 13, 2014 6:16 am
Forum: Show your Creations
Topic: My somewhat compact T1-4 design
Replies: 6
Views: 6825

Re: My somewhat compact T1-4 design

You want more red and blue packs early because the research timers are shorter during those tech phases. Ten labs is usually a conservatively sane amount to work with. You want those five redpack factories early, since 15-sec cycle projects will eat a pack every 1.5 seconds (with ten labs). Same wit...
by Zourin
Fri Jun 13, 2014 5:42 am
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 80790

Re: Trains vs conveyors?

trains enable a multipurpose solution over long distances. The longer the distance, the more efficient they are. Items are not 'left' on the tracks, nor take ages to reach a production line any longer than it takes for the train to run its course. Belts are for high throughput needs over short dista...
by Zourin
Fri Jun 13, 2014 5:28 am
Forum: General discussion
Topic: Refinery
Replies: 8
Views: 4157

Re: Refinery

why does it look like there's water in one of your output pipes?
by Zourin
Fri Jun 13, 2014 5:25 am
Forum: General discussion
Topic: Worst start ever.
Replies: 11
Views: 6690

Re: Worst start ever.

My profile pic has mine.
by Zourin
Fri Jun 13, 2014 1:42 am
Forum: General discussion
Topic: Dealing with a lack of oil.
Replies: 14
Views: 7016

Re: Dealing with a lack of oil.

All you really have to do is set up a small 'smart' train station to cycle fresh oil barrels as a part of the fuel run. Generally, you should plan your needs around depleted splats, rather than having to always run around looking for fresh surplus. The supply is always front-loaded, and doesn't last...
by Zourin
Thu Jun 12, 2014 11:57 pm
Forum: General discussion
Topic: Self sustaining Solar Plant
Replies: 20
Views: 11061

Re: Self sustaining Solar Plant

It's up to the player to balance solar vs steam. I almost always start out initially with a full 36 steam engine, coal-powered plant, and that forms my core power backbone for quite a while. I eventually wean off to nearly full solar, but that's a long, ongoing process. I reserve accumulators for po...
by Zourin
Thu Jun 12, 2014 7:50 am
Forum: General discussion
Topic: Self sustaining Solar Plant
Replies: 20
Views: 11061

Re: Self sustaining Solar Plant

Staying clean costs space, yeah. It's good to have 'green zones' that don't attract biter attention, IMO. When dealing with laser turrets, I usually prefer to run them on their own power network (accumulator bank and steam plant). That steam plant is also coupled to the primary grid, but you can't b...
by Zourin
Thu May 15, 2014 12:38 pm
Forum: Show your Creations
Topic: Solar panel factory
Replies: 14
Views: 22849

Re: Solar panel factory

Very intressting usage of the cargo wagons :idea: Huh, you didn't know that? With the "inserter stack size bonus" tech, chests are becoming much more important for moving items in bulks, as opposed to belts. But the chest is only 1x1, and the amount of inserters you can place for it is al...
by Zourin
Thu May 15, 2014 12:30 pm
Forum: Show your Creations
Topic: My Smelter + Research Factory
Replies: 5
Views: 7573

Re: My Smelter + Research Factory

The right way is to produce exactly so much and perhaps a little bit more, that it fits the needs. :) This rule is the more valid, the more advanced the produced item is. The difference in game progression is gigantic, if you follow that rule. There's only one real exception, and that's when it com...
by Zourin
Thu May 15, 2014 12:18 pm
Forum: Gameplay Help
Topic: Intersecting two unrelated train tracks, stop collisions?
Replies: 11
Views: 6331

Re: Intersecting two unrelated train tracks, stop collisions

It's a hard concept to explain, but pretty straightforward once you get a grip on it. SIgnals force trains to acknowledge which direction a section of track can be traveled. One signal, one-way only. Two signals (directly across from one another), two way track. Signals placed next to different tile...
by Zourin
Thu May 15, 2014 12:07 pm
Forum: General discussion
Topic: Please help me understand pumps and storage chests.
Replies: 5
Views: 3383

Re: Please help me understand pumps and storage chests.

there are a few good applications. Pumps can be used after long sections of pipe to force-fill a tank at the end. Otherwise, fluid will proportionately fill the tank and every section of pipe. If you have an un-barreling plant connected to the pipeline, using pumps can ensure you aren't back-filling...
by Zourin
Wed May 14, 2014 1:42 pm
Forum: Show your Creations
Topic: How to make a material splitter
Replies: 12
Views: 28727

Re: How to make a material splitter

Nifty, but I don't really see where this is better than a multisplitter setup (thinking practically). Normally the only reason to use a disjointed belt-inserter system would be if you've got a 'garbage belt sorter' problem. Simple load-balancing is usually best done with splitters and varying the be...
by Zourin
Mon May 12, 2014 5:22 pm
Forum: General discussion
Topic: Furnace emptying
Replies: 20
Views: 6629

Re: Furnace emptying

this is one way of doing it. Sorry, but it's a small peeve of mine. There is NO reason to use anything other than standard (yellow) or Long-arm inserters for smelting processes. Smelters operate at sufficiently low frequency that these are sufficient to input/output effectively. In fact, there are ...
by Zourin
Mon May 12, 2014 5:16 pm
Forum: General discussion
Topic: The Car
Replies: 22
Views: 7433

Re: The Car

The car is only functionally useful in areas almost fully devoid of trees. Since the recent updates, this has limited car usefulness to desert regions only. The steering is 'bad', so you're going to run into just about everything unless you slow to a crawl or keep a ten-square channel clear. Trees w...

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