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.
Search found 246 matches
- Sun Jul 20, 2014 10:44 pm
- Forum: Implemented Suggestions
- Topic: Give Splitters a Seperation Mode
- Replies: 6
- Views: 4549
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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?
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...