Lamps set to color signals flash between white and the selected color when the signal value overflows the interger max value.
Lamps change to white color when in the negative value of the integer cycle, then resume to signal color when in the positive side of the cycle.
Steps to replicate:
1. place ...
Search found 5 matches
- Mon Jul 26, 2021 11:15 pm
- Forum: Not a bug
- Topic: Negative color signals do not set lamp color
- Replies: 2
- Views: 1401
- Fri Jun 18, 2021 6:30 am
- Forum: Energy Production
- Topic: Minimal Autonomous Radar Setup
- Replies: 12
- Views: 45325
Re: Minimal Autonomous Radar Setup
Sorry for posting after a long time, but I wanted to share my take on the minimal autonomous radar:
Dug into the radar code to see how it works internally:
-energy_per_nearby_scan is 250KJ/scan and it lasts for 10 seconds (600 ticks).
-Energy consumption is 300KJ/s thus the vanilla radar consume ...
Dug into the radar code to see how it works internally:
-energy_per_nearby_scan is 250KJ/scan and it lasts for 10 seconds (600 ticks).
-Energy consumption is 300KJ/s thus the vanilla radar consume ...
- Sat Jun 12, 2021 12:31 am
- Forum: Questions, reviews and ratings
- Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
- Replies: 7
- Views: 2736
Re: REQUEST: Update Modular Buildings Mod to 1.1
Amazing mod!
I can report UPS savings from 8% up to 15% on different power layouts. Quad buildings are the best for optimization. :mrgreen:
Entering my debug menu (F4) and enabling show-time-usage, I wrote down my UPS data to run some test before and after updating my steam engines to modular ...
I can report UPS savings from 8% up to 15% on different power layouts. Quad buildings are the best for optimization. :mrgreen:
Entering my debug menu (F4) and enabling show-time-usage, I wrote down my UPS data to run some test before and after updating my steam engines to modular ...
- Fri Jun 11, 2021 9:36 am
- Forum: Questions, reviews and ratings
- Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
- Replies: 7
- Views: 2736
Re: REQUEST: Update Modular Buildings Mod to 1.1
Big ThankYou Silari, you're the best!
https://i.imgur.com/SrKct0X.png
Testing and Working!
https://i.imgur.com/ultQKC8.png
Reduced steam engine count from 120 to only 40 entities (20 doubles and 20 quads)!.
There is a known bug that crashes when joining quad buildings if they are currently ...
https://i.imgur.com/SrKct0X.png
Testing and Working!
https://i.imgur.com/ultQKC8.png
Reduced steam engine count from 120 to only 40 entities (20 doubles and 20 quads)!.
There is a known bug that crashes when joining quad buildings if they are currently ...
- Thu Jun 10, 2021 9:57 am
- Forum: Questions, reviews and ratings
- Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
- Replies: 7
- Views: 2736
[SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
Hello I would like to request an update to the Modular Buildings mod by staplergun to Factorio 1.1
https://mods.factorio.com/mod/modular-buildings
In the discussion tab we have been asking for updates since v0.17 and OP didn't answer / abandonned mod support.
Its an awesome mod that "joins" steam ...
https://mods.factorio.com/mod/modular-buildings
In the discussion tab we have been asking for updates since v0.17 and OP didn't answer / abandonned mod support.
Its an awesome mod that "joins" steam ...