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bitterandtwisted posted:I'm in my fist playthrough and enjoying it so far, but I'm bad at it. I made a big loop that all resources go on and all factories, science buildings etc pick up from, so it's a mess and the whole thing gets clogged up with whatever resource is in least demand. FWIW: I've just started as well, and I found https://www.youtube.com/playlist?list=PL-7ICWbZUDjm5XnTz7F-M-EAN0r6crZTX to be helpful, though it's pretty drat long and skips a few things (train station facing, aiieeee...)
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# ¿ Sep 4, 2016 02:21 |
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# ¿ Apr 29, 2024 16:09 |
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Don't real nuclear power plants have some reliance on external power to bootstrap?
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# ¿ Sep 6, 2016 18:29 |
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zedprime posted:The theory is single pumps have a speed limit of 30/s. So 1 petro pump should supply 10 plastic bar chem plants, or 1 crude pump to supply 15 refineries. Modules obviously skew those numbers depending how you move the speed value. Thanks for the link and the explanation --- like the op, I've also had a hard time understanding what the heck is happening with fluid pumping. (To the point that tanker rail cars are the one feature I am looking for the most).
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# ¿ Sep 30, 2016 17:21 |
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Renegret posted:you do know there's an in-game manager for mods now, right? So that thing's worth the hassle of setting up an account?
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# ¿ Oct 3, 2016 22:37 |
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Aww, Kovarex enrichment breaks the total produced stat for U-235.
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# ¿ Apr 30, 2017 19:16 |
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# ¿ Apr 29, 2024 16:09 |
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Anyone have ideas on how to automate withdrawal of extra stuff from the Uranium enrichment process? It's easy to make it produce new U-235 in a closed loop, but I want the extras going to reactor fuel, not sitting in a centrifuge input buffer, and the closest I can come up with for solution has a long delay belt with circuit network in every cell.
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# ¿ May 1, 2017 04:40 |