Search found 34 matches

by Rapier31
Mon Jul 17, 2017 5:08 pm
Forum: Modding discussion
Topic: Long Reach
Replies: 3
Views: 1488

Re: Long Reach

I fixed it by going into the options menu in game and resetting the numbers in the long reach section. Its still irritating.
by Rapier31
Mon Jul 17, 2017 2:19 pm
Forum: Modding discussion
Topic: Long Reach
Replies: 3
Views: 1488

Long Reach

Why is it that Long Reach gets broken with every update???? Whenever I update the game, and jump back into my save, every other mod is working just fine with the exception of Long Reach. I've uninstalled and reinstalled the mod, checked for updates in the mod portal, turned it off and back on again,...
by Rapier31
Tue Jul 04, 2017 3:16 pm
Forum: Releases
Topic: Version 0.15.27
Replies: 18
Views: 19255

Re: Version 0.15.27

Fixed that mods could do remote calls outside of events when the game isn't in a valid state. Another mod breaking update... Now it makes subscribing to mod events harder... Example: script.on_event(remote.call("color-picker", "on_color_updated"), function(event) ... end) Before...
by Rapier31
Sat Jul 01, 2017 8:43 pm
Forum: Pending
Topic: [15.26] Desync into crash
Replies: 4
Views: 1537

Re: [15.26] Desync into crash

Yea, I looked in archives, and there wasn't a desync report for today.
by Rapier31
Sat Jul 01, 2017 6:32 pm
Forum: Pending
Topic: [15.26] Desync into crash
Replies: 4
Views: 1537

Re: [15.26] Desync into crash

Loewchen wrote:Post the desync report, see my signature.
Crap, doesn't look like one was created. I may have just x'd out of the game and reloaded it.
by Rapier31
Sat Jul 01, 2017 4:34 pm
Forum: Pending
Topic: [15.26] Desync into crash
Replies: 4
Views: 1537

[15.26] Desync into crash

Title says it all. Not sure what happened exactly. I had a multiplayer game hosted on my computer. Its not a dedicated server. Had a player downloading the map and as soon as he got done loading the map, it desync'ed and caused the game to crash. Version is 15.26
by Rapier31
Thu Jun 29, 2017 4:54 pm
Forum: Releases
Topic: Version 0.15.24
Replies: 21
Views: 17401

Re: Version 0.15.24

I've noticed that when several blueprint books are in my inventory, 2 of them shift rapidly back and forth.
by Rapier31
Mon Jun 26, 2017 2:31 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879305

Re: 4-way intersection testing: Throughput and deadlocks

Here is yet another 4 lane 4 way I made. Can you test it please? There is a problem I'm aware of with left turns. There isn't enough room for a signal in the triangle area, but I don't feel like building it bigger. Its working very well for me at the moment.
by Rapier31
Mon Jun 19, 2017 4:42 pm
Forum: General discussion
Topic: Yellow High Tech Science Layout
Replies: 10
Views: 9563

Re: Yellow High Tech Science Layout

This is a design I came up with.
by Rapier31
Mon Jun 12, 2017 7:47 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91856

Re: [0.15] Space Extension Mod (SpaceX)

I'd like to try this with the bobs mod integration. How long do you think it will be before that is reimplemented?
by Rapier31
Sun May 21, 2017 3:19 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879305

Re: 4-way intersection testing: Throughput and deadlocks

I haven't been able to find any decent working designs of 8 lane 4 way intersections, so I spent a stupid amount of time designing my own. It should work fine(haven't tested yet), but I really don't like the look of it. It unfortunately resembles a swastika and I'd love to redo it, but there isn't e...
by Rapier31
Thu May 18, 2017 2:52 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879305

Re: 4-way intersection testing: Throughput and deadlocks

I'd like to see some 8 lane designs please. I'm trying to go about it in my game, but I'm having some trouble with the 4 way intersection...
by Rapier31
Wed May 17, 2017 6:03 am
Forum: Show your Creations
Topic: 2.4 GW Nuclear Reactor
Replies: 20
Views: 12139

Re: 2.4 GW Nuclear Reactor

After the heat pipe changes in the latest update, these reactors still seem to run just fine.
by Rapier31
Tue May 16, 2017 2:16 pm
Forum: General discussion
Topic: Crude Reator math
Replies: 3
Views: 1635

Re: Crude Reator math

I made a very big scalable reactor here : posting.php?mode=reply&f=5&t=47693
by Rapier31
Mon May 15, 2017 4:23 am
Forum: Show your Creations
Topic: .15 belt based science labs
Replies: 2
Views: 2394

Re: .15 belt based science labs

TheVeteraNoob wrote:Woah people still use mumble? Wow :)
Yea, I use it for a different game.
by Rapier31
Mon May 15, 2017 4:15 am
Forum: Show your Creations
Topic: 2.4 GW Nuclear Reactor
Replies: 20
Views: 12139

Re: 2.4 GW Nuclear Reactor

The redesign has been completed for the correct ratio of heat exchangers to reactors. The design is almost exactly the same as the previous one that I've posted, with some pipe changes. The layout is the same size as well. I will post the BP in the OP alongside the previous BP for the ratio specific...
by Rapier31
Sun May 14, 2017 2:13 pm
Forum: Show your Creations
Topic: 2.4 GW Nuclear Reactor
Replies: 20
Views: 12139

Re: 2.4 GW Nuclear Reactor

That's very pretty. I'm trying to get a super compact design, that is easily scalable, so I'm not sure if I could make that work, but I'll test it out. I'm almost done with the new setup that has the correct amount of heat exchangers, but it will still have the extra turbines for short power spikes....
by Rapier31
Sat May 13, 2017 5:15 pm
Forum: Show your Creations
Topic: 2.4 GW Nuclear Reactor
Replies: 20
Views: 12139

Re: 2.4 GW Nuclear Reactor

I just realized that there are 80 extra exchangers (20 extra in each quadrant) than the reactor can support for heat. :? I'll need to do another redesigning session....
by Rapier31
Fri May 12, 2017 10:10 pm
Forum: General discussion
Topic: Loading nuclear reactors
Replies: 39
Views: 19590

Re: Loading nuclear reactors

I've got a 2.4 GW reactor with perfect fuel cell loading across all cores. https://forums.factorio.com/viewtopic.php?f=8&t=47070 It may be more power than what you're looking for, but it's controlled by just 5 combinators. Or maybe 6, I can't remember. I'm reaching the point in my game that I ne...
by Rapier31
Fri May 12, 2017 2:44 am
Forum: Show your Creations
Topic: .15 belt based science labs
Replies: 2
Views: 2394

.15 belt based science labs

This is the build for labs that I've been using all game and added beacons later. Its simple. It does the job.

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