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ShadowHawk posted:Rocket fuel is 9 times as energy dense as solid fuel so it's already more "full" even with 1/5 the items per slot. It's also faster and who gives a dang about anything else? I would use rocket fuel if a train could only carry one at a time because trains go half again as fast versus solid fuel.
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# ? May 6, 2017 05:36 |
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# ? Jun 3, 2024 17:32 |
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I you thought I'd run out of low-effort modding ideas, think again. Reactor Interface - adds a circuit interface to reactors, providing read-only access to temperature, fuel burn progress (as percentage), fuel inventory and spent fuel inventory. Now you can control your reactor fuelling based on temperature, which should be easier than measuring steam tank volume.
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# ? May 6, 2017 06:37 |
ShadowHawk posted:Try this: These work beautifully. The way I do it is that the arithmatic combinator is set up to "divide 'each' by negative number of chests and outputs 'each' ". That gives you the negative average of whatever is in all the chests. Since all the chests are on a green wire, to the input. Every inserter is also on a separate green network to the output, and an individual red connection between the inserter and its chest. So since the inserter sums what signals it gets it adds the amount in the chest plus the negative average. They're set to operate if anything is less than 10, (10, not 0, to give it some wiggle room). I also add a constant contaminator that adds a negative few items to the combinator output so it can never lock up. Heres the string for that code:
code:
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# ? May 6, 2017 06:38 |
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I like how I left a ton of room for expansion for most things on the left and then the right is just a total shitheap.
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# ? May 6, 2017 06:54 |
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M_Gargantua posted:These work beautifully. The way I do it is that the arithmatic combinator is set up to "divide 'each' by negative number of chests and outputs 'each' ". That gives you the negative average of whatever is in all the chests. Since all the chests are on a green wire, to the input. Every inserter is also on a separate green network to the output, and an individual red connection between the inserter and its chest. So since the inserter sums what signals it gets it adds the amount in the chest plus the negative average. They're set to operate if anything is less than 10, (10, not 0, to give it some wiggle room). I also add a constant contaminator that adds a negative few items to the combinator output so it can never lock up.
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# ? May 6, 2017 07:11 |
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Ok. Trains are super cool. I just setup a coal outpost and laid down about 75 miners to strip the earth. Now my factory is functioning again!
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# ? May 6, 2017 07:54 |
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Coal liquefaction is like magic.
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# ? May 6, 2017 08:19 |
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What's a more efficient way for me to use circuits to absolutely ensure my assemblers only work when chests are below at item level, without them working in the downtime between items leaving the assembler and arriving at the chest. Right now, I've just been guestimating based on the belt length the items have to travel, and then adjust the circuit logic to include that. Is there a way for me to wire up a belt that is just after my line of assemblers, that counts how many items pass through it and compares it to the chest, and resets when the number of items in the chest is lowered? Always ensuring items in chest is perfectly stocked, without 300 items laying on the belt waiting to be put inside. If I use a combinator to count the number of items passing the belt and stop when it reaches max capacity of the chest, that would work perfectly, but then if I were to take items out of the chest, it wouldn't reset, so it would just keep holding items on the belt. Qubee fucked around with this message at 10:30 on May 6, 2017 |
# ? May 6, 2017 10:27 |
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You could use one counter at each end of the belt, and subtract them to know how many items are currently "in flight". The have the output inserter be based on that + the number of items in the chest.
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# ? May 6, 2017 10:32 |
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Jabor posted:You could use one counter at each end of the belt, and subtract them to know how many items are currently "in flight". The have the output inserter be based on that + the number of items in the chest. Awesome, I'll definitely try that.
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# ? May 6, 2017 11:18 |
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Dirk Pitt posted:Ok. Trains are super cool. I just setup a coal outpost and laid down about 75 miners to strip the earth. Now my factory is functioning again! I like watching the production/consumption graphs oscillate up and down as trains drop off their loads and your factory consumes it.
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# ? May 6, 2017 11:26 |
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By the time I start using circuits like that I'm using at least red belts, which halves item travel time and helps a lot. Then I set the circuit network up one of two ways. The first is if I don't care if items are sitting on a belt, where I just wire the final inserter that's placing items into the chest, which doesn't help you at all and is likely what you're already using. The other is when I do care about items sitting on the belt. In that situation I instead wire the inserters that pull items out of the assemblers. I usually wind up either right at or no more than 2 or 3 over my cutoff, though if you're using this setup on something with a crafting time under 3 seconds or so it'll be more. I mostly don't care about items sitting on belts except for my early tier 3 module production, where I'll actually set the circuit network to the tier 1 module assemblers, and my destroyer capsule production, where I again use the earliest assemblers, defender capsules in this case. Setting it that early does increase the number of extra items (to about 4 or 5 since the crafting time is so long, so it's negligible), but they're at least the finished, usable product sitting in an easily accessible chest rather than resources tied up in a queue on a belt. Using this system on something simpler, like I did for my solar/accumulator production in .14, works perfectly though, which was great since I had them set so I'd have the perfect ratio to just pick them up and throw them down before I got enough bots up and running to have it build itself.
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# ? May 6, 2017 11:41 |
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Duzzy Funlop posted:Someone help me out with those map exchange strings, I scanned past the last couple of pages to get the goon island working, but none of my results look anything like the screenshots posted. Do you pop out in different locations every time, and I'm on the right map, but not realizing it, or am I loving something up? Are you playing with the 0.15.x experimental build? If you are, the only resource that changes how the island looks is the water one (should be low frequency and very big size for Goon Island). Also it should drop you right in the centre of the island every time (you can see the whole island on the minimap, with a bit of the mainland appearing in the top right and at the bottom). I had some trouble at the start getting the island when I was playing around with resources and thinking I had to put the map string in again, but after mucking about a bit tonight I've been able to get it working every time: Play > New Game Basic Settings tab: Preset doesn't matter. Paste the map exchange string into the box. Map seed will then appear. Resource Settings tab: Change whatever you want in this tab, except for water which stays low frequency and very big size Advanced Settings tab: Again, change whatever, it won't affect the island Go back to the Basic Settings tab, the preset will now be "[whatever preset you picked] (custom)", the map seed will still be there, and the map exchange string will be gone (don't paste it back in again, that was stuffing me up) Hit Generate, and voila, Goon Island I don't think the preset you choose makes any difference, since the exchange string changes stuff in the resources and advanced tabs anyway (hence the "custom" label after you change things yourself). Here is my Goon Island map exchange string, the only things I've changed are the resources are now back to the railworld defaults (very low freq, big size, regular richness). If you want to use this just plonk it into the box and hit generate. Hope that helps quote:>>>AAAPAAkAAAACBQcAAAAEAAAAY29hbAEEAwoAAABjb3BwZXItb3Jl
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# ? May 6, 2017 12:13 |
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So, the goon server(https://forums.somethingawful.com/showthread.php?threadid=3816431&pagenumber=1#lastpost) is in it's twilight, nearing the time of it's reckoning. You can hop on. grab some of the Garg's blueprints, see them in action or just marvel at the factory in action. Anyhow, if you played there or maybe planning to play sometime, suggestion of what the next map should be are most welcome in the server thread.
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# ? May 6, 2017 12:40 |
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Truga posted:TBH that assembling machine was taking iron requirements for science pack 3 through the roof. Not that mining drill is vastly better... Mining drill is more expensive than assembling unit.
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# ? May 6, 2017 12:48 |
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Has anybody done a video demonstrating the differences in train / car / tank speed with the different kinds of fuel. My game hasn't gotten up to rocket fuel territory yet but I want to know how silly a rocket tank is.
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# ? May 6, 2017 14:03 |
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GenericOverusedName posted:Has anybody done a video demonstrating the differences in train / car / tank speed with the different kinds of fuel. My game hasn't gotten up to rocket fuel territory yet but I want to know how silly a rocket tank is. It's only a 20% bonus to acceleration. Top speeds remain the same, unless you're driving on cement / brick, in which case it goes to top speed of whatever that material is. So yeah just imagine your tank accelerating 20% faster. It's a pretty sweet bonus but nothing crazy. I've got no idea if rocket fuel bonus stacks, though. Cause I had one train with just a single slot filled with rocket fuel, and another that had all 3 filled, and I swear the 2nd train seemed to accelerate way faster.
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# ? May 6, 2017 14:14 |
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Only the fuel currently being burned has any effect, not what's in any of the input slots.
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# ? May 6, 2017 14:48 |
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Are you sure there's no increase in top speed? I've seen two cases of people testing, and I'm pretty drat sure it does.
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# ? May 6, 2017 15:11 |
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Double post, but I found one example. Watch the Speed stat. https://www.youtube.com/watch?v=OUvWImf8mWI&t=8490s Edit: That's the difference between coal and solid fuel.
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# ? May 6, 2017 15:22 |
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Onean posted:Double post, but I found one example. Watch the Speed stat. That's really interesting, but I can't tell if it's just due to the bonus acceleration allowing it to reach top speed quicker, or if there's an actual increase to the top speed cap. drat, I've seriously underestimated the perks of using solid fuel. I never bothered with it, but now there's drat good reasons for me to start using it. That acceleration on the car was insane. Coal has a much slower startup but that thing was hitting cap speed in no time.
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# ? May 6, 2017 15:26 |
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I know with rocket fuel trains reach 298 km/h and with coal they get to ~260 at top speeds. The acceleration is huuuugely improved with better fuel, though.
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# ? May 6, 2017 15:31 |
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Onean posted:Are you sure there's no increase in top speed? I've seen two cases of people testing, and I'm pretty drat sure it does. 5% increase in train top speed with solid fuel, 15% with rocket fuel. 25% with nuclear
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# ? May 6, 2017 15:32 |
Beware the tank with rocket fuel. Deceleration is poo poo and it's very easy to try to stop before entering your solar farm and ending up inside your solar farm.
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# ? May 6, 2017 15:32 |
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Trains loaded with rocket fuel can exceed 300 km/h (based on one loco with two wagons) whereas a train on coal is only somewhere around 250. Coupled with high-level braking bonuses, trains hit that top speed a lot and they are incredibly fast.
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# ? May 6, 2017 15:33 |
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Loopoo posted:That's really interesting, but I can't tell if it's just due to the bonus acceleration allowing it to reach top speed quicker, or if there's an actual increase to the top speed cap. I'm about to go to sleep, but it seems easy enough to test assuming the map editor lets you do it. I've never used it. Drive around with a stack of coal keeping an eye on your speed, once you're satisfied you've stopped accelerating replace it with solid fuel (don't forget to wait until the coal is fully burned out before calling it), and repeat with rocket fuel. Edit for quote. A few posts happened while I was writing this. Onean fucked around with this message at 15:43 on May 6, 2017 |
# ? May 6, 2017 15:41 |
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code:
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# ? May 6, 2017 15:45 |
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Wait, there's rocket fuel as well? I never knew. I'm a goof and have never launched a rocket. Onean, I owe you one. Thanks to you bringing that up, I'm using the best fuel in my vehicles from now on. What's the most efficient way of making solid fuel / rocket fuel: - cracking heavy to light - making it with light oil or - straight up making it with heavy oil or is there no real difference in efficiency? Qubee fucked around with this message at 15:46 on May 6, 2017 |
# ? May 6, 2017 15:44 |
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Loopoo posted:Wait, there's rocket fuel as well? I never knew. I'm a goof and have never launched a rocket. Onean, I owe you one. Thanks to you bringing that up, I'm using the best fuel in my vehicles from now on. Solid fuel made from light oil is only 10 units/piece versus 20 units of heavy or petroleum, so although you need 40 heavy oil to make 30 light via cracking, you end up basically doubling your efficiency. But honestly what I do is set up a bank of refineries making solid fuel as soon as I unlock oil processing since there's basically nothing else to do with that heavy/light oil before you get advanced oil processing, and you will end up with a stockpile of solid fuel so large you will never run out until you're trying to mass-produce rockets. You don't get rocket fuel until you research the rocket silo, which is basically the very end of the tech tree, so you can chill with solid fuel for a while. RyokoTK fucked around with this message at 15:54 on May 6, 2017 |
# ? May 6, 2017 15:51 |
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Mr. Powers posted:Beware the tank with rocket fuel. Deceleration is poo poo and it's very easy to try to stop before entering your solar farm and ending up inside your solar farm. Oh hey, I did this exact same thing last night!
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# ? May 6, 2017 16:53 |
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Yeah it turns out braking force upgrades don't apply to the car and tank, just the train.
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# ? May 6, 2017 17:03 |
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Mr. Powers posted:Beware the tank with rocket fuel. Deceleration is poo poo and it's very easy to try to stop before entering your solar farm and ending up inside your solar farm. At max (tank + rocket fuel) speed, how does your turning radius compare to your stopping distance? Might have been preferable to try an emergency evasive maneuver.
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# ? May 6, 2017 17:38 |
Ambaire posted:At max (tank + rocket fuel) speed, how does your turning radius compare to your stopping distance? Might have been preferable to try an emergency evasive maneuver. It definitely would have been. I want quick thinking enough
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# ? May 6, 2017 17:46 |
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This is the first time I have played to bots and wow, they make my life so much easier to clean up and move existing sub-factories.
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# ? May 6, 2017 17:54 |
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Dirk Pitt posted:This is the first time I have played to bots and wow, they make my life so much easier to clean up and move existing sub-factories. Yeah I love bigass belt buses and some al dente spaghetti but once you hit the late game and you're producing a zillion different things bots solve so many little problems.
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# ? May 6, 2017 17:55 |
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Dr. Stab posted:Mining drill is more expensive than assembling unit. Yeah I noticed earlier, oops. I was remembering it being like 10 iron less, it's actually 1 iron more
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# ? May 6, 2017 18:01 |
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Not that one extra iron per second should make a big difference at the blue tech level.
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# ? May 6, 2017 18:22 |
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Truga posted:Yeah I noticed earlier, oops. I was remembering it being like 10 iron less, it's actually 1 iron more It could be worse, and be blue assemblers
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# ? May 6, 2017 18:54 |
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Kinetica posted:It could be worse, and be blue assemblers It almost kinda should be since it's a later tech now.
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# ? May 6, 2017 19:06 |
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# ? Jun 3, 2024 17:32 |
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And at least blue assemblers are something you already build. Unlike gray assemblers which only exist to be the thing that goes into blue assemblers. I started a new game and built exactly two gray assemblers, and that was just to automate tech early, and as soon as I got automation 2 they were replaced. It's not as dumb as iron sticks, which exist only to require you to build one more assembler next to the assembler making rail tracks. RyokoTK fucked around with this message at 19:24 on May 6, 2017 |
# ? May 6, 2017 19:21 |