安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
0eNrNlt2O2jAQhV8F+bJNVji/NOpNn6NaRSYZwFJsR7ZDl6K8e8eBkpQNrNmtqt4gjZ35PPYcH3wk66aDVnNpSXEkvFLSkOL7kRi+laxxY/bQAikItyBIQCQTLrKaSdMqbcM1NJb0AeGyhhdS0D54M3nbydB2WsM0MeqfAwLScsvhVMIQHErZiTVoJM/lB6RVBlOUdKshJn1KA3IgRUifUoTXXEN1ms5cZVfM6MI0FqAJqx2YGWiYn5n9DCO+dSivMb9L+7OwaAaaXKAbZmzIpQFtceI1M5tl4ii20mrVlGvYsT1X2iVUXFcdtyXO1RfKhmtjyzd6hh8B0yIUbMt+cgmuc04sljnlpEsXiZZpZt1K5Oswf14NM+tyx2Tt1rW4U+yv1R2cEPJUs3FLU/ejoZ72n2NEk5E2xP1zP9eL1L8XsXcvMn9o4g3N/aHUG7ryh0be0C/eUP9C6dIbuvSHUt9LM7/5OYOgo0P8UKoGecsi4jsOQWPfwpL3XGaBdZVqU6oW8PoNGfFfvXyZ3+Wjo2kxze1OgOVViLaw5nKwhRlDPLu134ZH6mhg5o6D7bm2HY6MJj98EQKrds6fDDhMOdoYam1yiOQzZqrOtt3D7P791jZVtouTq5imePwBiT7olHS0SgE170QIDVarsWOtauCmYUYfMe2rneS3asseFVL8f+nIWfZUSJ/+iZDi+8K4edr5g0pIHxZCdl/ig6R79/4b3hzF5E0akIbh/wKOfRNCLZRc1CDQzBbwwkQ7VLcHbU7dXuXRMl/lSZr1/S/Nnq56
A circuit which
1) Puts a set sequence of items the belt.
2) Waits for the sequence to return.
3) Detects what is missing and orders replacements.
-Back to 1)
Problem is still the same though: Belts soon enough ends up being miles long which puts a significant delay on resupply arriving.
Perhaps if I had multiple resupply station which coordinate who supplies which order based on distance... but I'm not that good with circuits.
i know running the signals is a little annoying but if you use big electric polls it's not too bad. BTW you can use 1 arithmetic combinator for all the inserters feeding the turrets to do the x -1 math.
The track that runs through the edge of the base has two train stops on it. One is for collecting the mined resource, and the other one is for the supply train.
Setup a chest for your turrets (I would use 1 chest for at least two possibly 3 if you at ok with one in the rear helping when they get closer)
then just run your wire to a arithmetic combinator like mentioned above (this is your switch to see if said chest needs ammo (next make sure you setup your inserters to the same setup as they should only take in resources when the chest requests them)
next have an ammo factory turn on. (shouldn't be hard, just have it setup to a switch where if one of your arithmetic combinator turns on factory starts production) now you have two options. either you can do a large belt to the whole perimiter and feed the ammo onto said belt and have the system automated (a little sloppy until you get bots at which stage you will be in a world of hurt again until you get requester chests)
Or you could have a lights or sound setup to alert you of the request, you could even have many lights setup to turn on/off for each chest (so like one for the north, south, east, and west) then you have a chest where the new ammo is placed, just ctrl+click (been a while is this quick pickup) then just run to the light location and fill chest. return to check to make sure the light turns off (if not you didn't load enough ammo) keep the supply going until its off.
Because the yellow inserters are slower than belts it will leave you belt mostly empty.
That said, belt loops require no power or fuel.
For reference, a fully upgraded gun turret empties 2.5 mags per second and requires just a bit more than that to destory a behemoth biter (no infinite research). Default buffer size they use when fed by an inserter is 10 I believe, so roughly 4 seconds worth of ammo.
In contrast, if you have a 1000+ tiles long belt (yellow, because why waste the resource?) then resupply might take considerably longer than 4 seconds.
On my maps I use a number of mods that enhance the enemies who attack in huge waves. I need lots of ammo. Turrets run out of ammo routinely during these attacks as they are pulling from the belt faster than it moves.
If you are playing vanilla, then just use flamethrower turrets and not have to mess with ammo as the oil will just sit in pipes.
An alternative is to setup a steam power generator by your wall with accumulators as a power spike buffer. Supply the steam generator with solid fuel from trains. Then use laser turrets. This would probably use more resources than ammo sitting on belts, but it is a fun setup.