Search found 205 matches
- Tue Aug 13, 2024 6:26 am
- Forum: Duplicates
- Topic: Silo launching w/o power if a satellite inserted
- Replies: 2
- Views: 328
Re: Silo launching w/o power if a satellite inserted
Yep, I was not able to find this, TY for your update! Any chance to get this fixed?
- Mon Aug 12, 2024 6:59 am
- Forum: Duplicates
- Topic: Silo launching w/o power if a satellite inserted
- Replies: 2
- Views: 328
Silo launching w/o power if a satellite inserted
Silo launching w/o power. A really minor issue. Note: It still would be nice to have the option to connect the silo to the circuit network and at least read the science pack inventory #. Launching would be also nice. With this bug Silo can be controller only via the satellite inserter. Conditions: -...
- 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: 685
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 ...
- Wed Jan 10, 2024 10:12 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
- 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: 685
[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...
- Sat Dec 02, 2023 4:10 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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...
- Wed Nov 29, 2023 6:14 am
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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...
- Tue Nov 28, 2023 10:54 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
Re: Nuclear reactor strange power production
OK added some pumps. The output is... well. 9.444 GW. No. 9.438 GW.... Noooooooo
- Tue Nov 28, 2023 9:32 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
Re: Nuclear reactor strange power production
Yeah, thank you!mmmPI wrote: ↑Tue Nov 28, 2023 10:12 amEdit : there are mods too maybe this one or those listed at the bottom of its description https://mods.factorio.com/mod/Circuit_P ... Combinator
- Tue Nov 28, 2023 9:14 am
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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...
- Mon Nov 20, 2023 8:23 am
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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 ...
- Fri Nov 17, 2023 11:12 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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 ...
- Tue Nov 14, 2023 10:35 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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.
- Tue Nov 14, 2023 10:21 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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...
- Mon Nov 13, 2023 5:33 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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...
- Sun Nov 12, 2023 9:44 am
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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...
- Sun Nov 05, 2023 2:30 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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...
- Sun Nov 05, 2023 11:29 am
- Forum: Gameplay Help
- Topic: Nuclear reactor strange power production
- Replies: 36
- Views: 6315
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...
- Fri Oct 20, 2023 12:49 pm
- Forum: Won't fix.
- Topic: [0.13.9] Possible to get stuck in walls
- Replies: 6
- Views: 2764
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...
- Fri Oct 20, 2023 6:08 am
- Forum: Won't fix.
- Topic: [0.13.9] Possible to get stuck in walls
- Replies: 6
- Views: 2764
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
Version: 1.1.94 / Date: 18. 10. 2023