I widened the multicross interior so that I could fit a roboport in the center and I got slightly better performance. 89-->91 on the p1 test in hansjoachim's test bench.
https://pastebin.com/14CXYw5B
Search found 70 matches
- Thu Apr 25, 2019 1:46 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 995957
- Wed Apr 17, 2019 1:32 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 376218
Re: [MOD 0.13.17+] Rampant - 0.17.19
Is there some reason I should be using Clockwork instead of a different daylight mod? Was planning on Axial Tilt specifically.
- Sun Mar 17, 2019 6:34 pm
- Forum: Technical Help
- Topic: Is there any way to undo the evolution progress caused by the 17.13 bug?
- Replies: 0
- Views: 741
Is there any way to undo the evolution progress caused by the 17.13 bug?
There doesn't seem to be a console command to reset the pollution factor, just to scale it.
- Tue Mar 12, 2019 1:25 am
- Forum: Gameplay Help
- Topic: Is there any reason I can't use 6 car trains on a 3-car blocked rail?
- Replies: 1
- Views: 1137
Is there any reason I can't use 6 car trains on a 3-car blocked rail?
Most of my trains will be 3 cars, but I prefer longer trains to more trains when its called for. I'm aware my intersection exits must be a full 6 cars, but it seems that there would be an advantage to setting everything else up as 3 train cars.
Example of what I mean
Example of what I mean
- Sat Nov 04, 2017 8:54 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1134992
Re: [0.15] Sea Block Pack 0.1.6
Suggestion: make the mudwater to landfill process more efficient.
Right now the most energy efficient way to get landfill is from dirtwater electrolysis. Dirtwater is approximately 3MJ/landfill vs 18.75 MJ for mudwater landfills, and more per building resource as well. This both lacks much in the ...
Right now the most energy efficient way to get landfill is from dirtwater electrolysis. Dirtwater is approximately 3MJ/landfill vs 18.75 MJ for mudwater landfills, and more per building resource as well. This both lacks much in the ...
- Fri Jul 21, 2017 12:57 am
- Forum: Angels Mods
- Topic: What did rocket fuel change to exactly?
- Replies: 0
- Views: 1184
What did rocket fuel change to exactly?
I notice the changelog for petrochem 5.9 says rocket fuel now has a fuel and oxidizer, what exactly is this change? Hydrazine+NTO?
- Sat May 20, 2017 3:48 am
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 39824
Re: Thorium ideas
Well Its a good idea to include molten salt reactors. But then the normal reactors should be able melt down. So you really have a reason for a safe reactor design that doesnt produce "more" energy irl.
You could make it equally good too. Then you can make both reactors at the same time and have a ...
You could make it equally good too. Then you can make both reactors at the same time and have a ...
- Wed May 17, 2017 3:56 am
- Forum: Resolved Problems and Bugs
- Topic: [15.11] Mass Production 3 achievement is not tracking
- Replies: 2
- Views: 2844
[15.11] Mass Production 3 achievement is not tracking
The coutner for the Mass Production 3 achievement got stuck at 6.4M after the update. I've got 7.1M made according to the production screen.
- Wed May 17, 2017 3:53 am
- Forum: Resolved Problems and Bugs
- Topic: [15.11] Some Achievments not registered on in game tracker.
- Replies: 3
- Views: 3138
Re: [15.11] Some Achievments not registered on in game tracker.
I'm seeing that too actually (though with Mass Production 3). But it needs its own bug report.
- Wed May 17, 2017 12:08 am
- Forum: Resolved Problems and Bugs
- Topic: [15.11] Some Achievments not registered on in game tracker.
- Replies: 3
- Views: 3138
[15.11] Some Achievments not registered on in game tracker.
I just finished the game and Raining Bullets, Steam All the Way, and Logistic Network Embargo did not fire correctly in game. They do show up as complete achievements in Steam however. I even grabbed a screenshot cause grabbing all three of those at once was sort of the point of this run.
Smoke me ...
Smoke me ...
- Mon May 01, 2017 3:50 am
- Forum: Mods
- Topic: Turn off Oxygen?
- Replies: 0
- Views: 1086
Turn off Oxygen?
Is there a way to turn off the need for oxygen?
It's just absurdly silly to be making oxygen tanks if coal burns, the very fact that coal burns means its a breathable atmosphere.
It's just absurdly silly to be making oxygen tanks if coal burns, the very fact that coal burns means its a breathable atmosphere.
- Fri Jan 13, 2017 7:50 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 93408
Re: Friday Facts #173 - Nuclear stuff is almost done
So how much energy per unit of ore do we get out of this?
One of my big hopes was a realistic ratio of uranium to coal (how much varies by assumptions about the ore grades but at least 10000:1). Not clear if I'm getting my wish or not.
One of my big hopes was a realistic ratio of uranium to coal (how much varies by assumptions about the ore grades but at least 10000:1). Not clear if I'm getting my wish or not.
- Sun Oct 30, 2016 12:47 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1493642
Re: Bugs & FAQ
All of the latest... I don't have Bob's Power (it trips a realism tick for me to have efficiencies that high), since others do let me try installing that and see what happens.
Edit: no change, but noticed something odd, the tech tooltip says bobwarfare > angelspetrochem > bobwarfare, is that what ...
Edit: no change, but noticed something odd, the tech tooltip says bobwarfare > angelspetrochem > bobwarfare, is that what ...
- Sat Oct 29, 2016 9:01 pm
- Forum: Pending
- Topic: My game crashed out of nowhere
- Replies: 3
- Views: 1851
Re: My game crashed out of nowhere
I've got the same issue, graphics engine crashes with no errors in log. Ubuntu 14.04 Happens on both Intel (Mesa 11.0.2) and AMD graphics (proprietary driver, final version). AMD require me to term-signal the game, in the case of intel graphics the graphics engine restarts itself after a little bit ...
- Sat Oct 29, 2016 12:53 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1493642
Re: Bugs & FAQ
The Nitroglycerin tech from bob's warfare cannot be researched, Bob said to redirect it here.
- Sat Oct 29, 2016 12:47 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 193335
Re: [0.12.x][v0.12.11] Bob's Warfare mod
Um, I mean I not allowed to research the technology not that I can't figure it out, it's unavailable' despite the prerequisites being researched. The recipes work fine if I cheat it in. Will refer to Angel but want to be clear what it is.
- Fri Oct 28, 2016 5:31 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 193335
Re: [0.12.x][v0.12.11] Bob's Warfare mod
I can't research the Nitroglycerin tech while using Angel's Petrochem.
- Fri Oct 28, 2016 5:20 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1493642
Re: Bugs & FAQ
Workaround, set the following in bobconfig:
Or just use this: https://mods.factorio.com/mods/Arch666Angel/angelstrigger-refining-enableproductivity
As described that's completely unrelated. The problem isn't using prod modules in Angel's machines, but that prod modules can't be used in Vanilla ...
Or just use this: https://mods.factorio.com/mods/Arch666Angel/angelstrigger-refining-enableproductivity
As described that's completely unrelated. The problem isn't using prod modules in Angel's machines, but that prod modules can't be used in Vanilla ...
- Thu Oct 27, 2016 1:15 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1493642
Re: Bugs & FAQ
Productivity modules do not work in any Angel recipes, error message states that the recipes are not registered intermediaries. I'm using Bob's modules.
Workaround, set the following in bobconfig:
bobmods.config.modules.EnableProductivityLimitation = false
Which allows them to be used on ...
Workaround, set the following in bobconfig:
bobmods.config.modules.EnableProductivityLimitation = false
Which allows them to be used on ...
- Sun Oct 23, 2016 3:09 am
- Forum: Angels Mods
- Topic: All oil fields are very small regardless of settings.
- Replies: 4
- Views: 3202
All oil fields are very small regardless of settings.
It seems that no matter what I put into the base settings I can't get more than 5 or 6 oil wells per site, compared to sometimes 40 or more in vanilla. Am I missing something with petrochem and that's actually enough to keep plastic flow going somehow?