Search found 34 matches
- 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.
- 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,...
- 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...
- 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.
- 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
Crap, doesn't look like one was created. I may have just x'd out of the game and reloaded it.Loewchen wrote:Post the desync report, see my signature.
- 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
- 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.
- 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.
- 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.
- 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?
- 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...
- 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...
- 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.
- 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
- 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
Yea, I use it for a different game.TheVeteraNoob wrote:Woah people still use mumble? Wow
- 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...
- 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....
- 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....
- 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...
- 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.