Search found 203 matches

by Belter
Thu Jan 11, 2024 6:36 pm
Forum: Not a bug
Topic: [1.1.101] show-transport-line-gap: minor visual anomaly
Replies: 2
Views: 485

Re: [1.1.101] show-transport-line-gap: minor visual anomaly

TY so much for the answer! This feature is used mainly by the hard core optimizers and honestly impact is cosmetic. If this is fixed, we'll be happy though :) Edit: and yes, it was connected to wire by mistake, which I've totally forgot Edit2: deleting and rebuilding the transport belt segment also ...
by Belter
Wed Jan 10, 2024 10:12 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production

Tertius wrote:
Sun Dec 03, 2023 10:47 pm
It's my most polished setup.
Looks great, if you have a savegame or BP that would be nice also!
by Belter
Wed Jan 10, 2024 8:49 pm
Forum: Not a bug
Topic: [1.1.101] show-transport-line-gap: minor visual anomaly
Replies: 2
Views: 485

[1.1.101] show-transport-line-gap: minor visual anomaly

What did you do? I was checking transport lines gaps on my timed onshore steel module. I'm in editor mode. What happened? A minor visual issue in case the debug visual show-transport-line-gap is tuned on: At one place the white gap is flickering - disappearing then re-appearing. No effect on any ga...
by Belter
Sat Dec 02, 2023 4:10 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production

v12 - see the attched savegame - cut another 4 tiles from the height by removing a bunch of pumps - I cannot compress this further - and still keep robort coverage. - there is some chaos still going on, power is fluctiating between 9.43 and 9.44 GW but temperatures are stable v12-nixie.png TY again...
by Belter
Wed Nov 29, 2023 6:14 am
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production

Given that the theoric output of reactors is ( 56*4*40)+(4*3*40) = 9.440000 GW and that the mod rate calculator approximate it as 157.3*60 = 9.438000 GW the efficency is between 99.99985 % and 100.02104% which i think shows no problem in that regard, all the reactor burning capacity can be turned i...
by Belter
Tue Nov 28, 2023 10:54 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production

OK added some pumps. The output is... well. 9.444 GW. No. 9.438 GW.... Noooooooo :D
by Belter
Tue Nov 28, 2023 9:32 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production

mmmPI wrote:
Tue Nov 28, 2023 10:12 am
Edit : there are mods too maybe this one or those listed at the bottom of its description https://mods.factorio.com/mod/Circuit_P ... Combinator
Yeah, thank you!
Nixie.png
Nixie.png (196.23 KiB) Viewed 1421 times
by Belter
Tue Nov 28, 2023 9:14 am
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production

Anybody has any suggestions how to measure power more accurately? 3 blocks of 2x10 reactors can sustain 9.4GW so it looks 100% but as the temp of the reactors are 99X degrees, there might be some minor bottlenecks... :D The polished version: - saved 16 tiles from height - optimized cables, removed l...
by Belter
Mon Nov 20, 2023 8:23 am
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production

I've added tons of pumps, just another wip version for the merged steam pipes. 10 x 16 heat exchangers are the perfet ratio for 10 reactors, could not stand... 2x2 tiles can be saved for sure (1 at the well, 1 at the heat exchangers I added for pumps but removed), even more maybe. Upd: savegame was ...
by Belter
Fri Nov 17, 2023 11:12 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production: bug?

There were two different engineers. One designed the heat exchanger and the other one designed the steam turbine. Both agreed upon working with 500°C steam. Yeah, they should have talked a bit more.. :) Also TY for the long post! I had the same conlusions but the merged steam pipes did not want to ...
by Belter
Tue Nov 14, 2023 10:35 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production: bug?

I only get 9.3GW instead of 9.4 GW. Also the reactors are heating up so cut too much. My calcs wrong again due to the lower output - must calc that.
by Belter
Tue Nov 14, 2023 10:21 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production: bug?

Happy to see where this thread goes :-) Always happy to get comments, especially if most of them are right! I'm to create a tileable reactor BP which is for 10x2. For that, I'll have to plan for a "middle" setup which is 2 x 1600 MW - full 300% bonus for all reactors. The savegame is 3x 10...
by Belter
Mon Nov 13, 2023 5:33 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production: bug?

Factorio for me is about exploration. You're right, probably all good BPs were created by someone before in the past many years. Having some special needs & as I've skipped nuclear as a whole in the past (UPS) now exploring it. Now I have what I like and learned how it works in the finest detail...
by Belter
Sun Nov 12, 2023 9:44 am
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production: bug?

Really useful answers, thank you for all! As written above the calculations for a tileable setup should be done as all reactors has +300% bonus - in case the tile ends up in the middle. Now switched to a 10x2 tile as I'd like to have full logistic coverage. It should produce 3+GW and match the 50 ti...
by Belter
Sun Nov 05, 2023 2:30 pm
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Re: Nuclear reactor strange power production: bug?

Thank you, it makes sense! Now I know what to search for. Example for the same issue: https://www.reddit.com/r/factorio/comments/o25f9w/beacon_power_draw_bug/ So Beacons have a huge buffer hence the 5x demand, numbers are matching. I'll fix my powerplant first to get rid of bottleneck on water/steam...
by Belter
Sun Nov 05, 2023 11:29 am
Forum: Gameplay Help
Topic: Nuclear reactor strange power production
Replies: 36
Views: 4400

Nuclear reactor strange power production

Looking for advice - maybe I miss something obvious here. I’m experimenting w/nuclear reactors for a megabase. Created a 2x8 block which is producing 2.4GW in theory. It does for some hours… As after some hours it goes back to 2.3GW which is annoying, also the “Satisfaction” scale works odd. To test...
by Belter
Fri Oct 20, 2023 12:49 pm
Forum: Won't fix.
Topic: [0.13.9] Possible to get stuck in walls
Replies: 6
Views: 2357

Re: [0.13.9] Possible to get stuck in walls

If you know there's a thread on it with that's considered duplicate, and thus has a link to another thread (which isn't this one), then why didn't you post in one of those? https://forums.factorio.com/viewtopic.php?p=351891 (<- classed as Minor Issue) I referred to the report [0.17.79] Character St...
by Belter
Fri Oct 20, 2023 6:08 am
Forum: Won't fix.
Topic: [0.13.9] Possible to get stuck in walls
Replies: 6
Views: 2357

Re: [0.13.9] Possible to get stuck in walls

Like in the duplicate of this bug report, I've also stucked into a pipe when the bots placed the one on the corner (I think). I have the savegame if needed. I was walking when it happened. Not a big deal to mine it, minor annoyance.

Version: 1.1.94 / Date: 18. 10. 2023
by Belter
Fri Oct 06, 2023 5:51 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 26274

Re: Friday Facts #379 - Abstract rewiring

So mod Power Grid Comb to stay, hope it won't be broken due to these internal changes. You cannot break something that is already broken :P I had to uninstall Power Grid Comb after unfortunately seeing it's really not tidying up my powerpoles as i expected. For me it does the job - consistency. You...
by Belter
Fri Oct 06, 2023 1:20 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 26274

Re: Friday Facts #379 - Abstract rewiring

I really like FFFs regardless of the impact on the gameplay. Please keep posting!

So mod Power Grid Comb to stay, hope it won't be broken due to these internal changes.

PS:
As a bonus, we can also close some of the historic bug reports on the topic.
How to smuggle in two links :-]

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