Search found 163 matches
- Sun May 14, 2017 1:19 am
- Forum: General discussion
- Topic: Reactor Adjacentcy - Industrial-craft
- Replies: 14
- Views: 7388
Re: Reactor Adjacentcy - Industrial-craft
I hated the meltdown / explosion aspect of Industrialcraft 2. It's toxic game design, IMHO, in any kind of building game. I honestly don't see the need to force players to use sub-optimal designs. That sort of thing is generally not part of Factorio, and isn't really all that interesting anyway. Rea...
- Tue May 09, 2017 9:28 pm
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 21457
Re: Loading nuclear reactors
Here's the blueprint string for just the control elements. It requires an external (reactor = 1) signal to load a fuel rod. 0eNqdVNtu2zAM/ZWCz/YQu26B+mGfsB8YCkGW6YSoLHm6FEsD/3spOUkzLDf0xQZF8pCHtx10OuLkyARod0DKGg/t7x14Whup01vYTggtUMARCjByTFKPinp0pbJjR0YG62AugEyPf6Gt5uImgIlKo3SlQ6n+9a7n1wLQBAqESy5Z2Ao...
- Tue May 09, 2017 5:19 pm
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 21457
Re: Loading nuclear reactors
I spent some time experimenting, and ended up with a setup that's both simple and reliable. http://i.imgur.com/KLFrCm8.jpg This requires one comparison combinator per reactor, does not need to be pre-loaded, and works if demand exceeds generation. No edge-transition detection is needed. I inverted K...
- Tue May 09, 2017 3:04 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 17413
Re: 0.15 Oil Rebalancing - Too Far?
I've been playing a game with Default settings but using the Resource Spawner Overhaul mod, and I'm chronically short of oil. I've exhausted my starting oil and two additional sites, I'm running 4 oil refineries converting coal to oil, and I only have 30% of the rocket fuel I need for the rocket, an...
- Tue May 09, 2017 2:58 pm
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 21457
Re: Loading nuclear reactors
Yeah, I realized that, while Killcreek2's solution is a fine solution for loading 1 fuel at a time, it doesn't have any sort of edge detection. The setup he showed loads fuel cells as long as the steam is below the desired threshold. What we want is something that loads 1 when steam is low, and then...
- Tue May 09, 2017 1:16 pm
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 21457
Re: Loading nuclear reactors
@OP There is a simple 1-combinator [per reactor core] solution to only load 1 fuel at a time: the Memory cell. Took me a while to work through exactly what was going on, but that's helpful. I created a solution last night, but I wasn't happy with the results because it required about 8 combinators,...
- Mon May 08, 2017 12:09 am
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 21457
Re: Loading nuclear reactors
That's not really a solution. Unless I misunderstand what you're doing, you've got a requester chest asking for 1 fuel cell, and you're hoping that it doesn't get reloaded before the steam gets above the desired threshold. There's nothing really stopping the reactor from filling up with fuel cells a...
- Sun May 07, 2017 10:57 pm
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 21457
Re: Loading nuclear reactors
I think you need something more complex than that. As described, it never starts, since D is empty at start. If D is ever full, it loads the reactor continuously while steam is less than 500, rather than loading just one. Make me think about using D as some sort of flag, though. Where D gets emptied...
- Sun May 07, 2017 9:41 pm
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 21457
Loading nuclear reactors
I've got a small nuclear reactor setup (2 reactors) that I want to use for backup for my solar panels. I don't want to run it all the time as my primary power source. I've got both steam storage and batteries. One thing that's tripping me up is that I want to load 1 fuel cell per reactor when the st...
- Thu May 04, 2017 2:21 am
- Forum: General discussion
- Topic: Biters seem MUCH easier in 0.15?
- Replies: 25
- Views: 10664
Re: Biters seem MUCH easier in 0.15?
I've just started to clear nests, using the old tried-and-true laser turret creep. That doesn't seem to work as well now. Maybe I'm mistaken, but as I recall lasers used to out range worms, and now worms are roughly equal range, maybe a little longer. So my constructor bots are getting shot while dr...
- Sun Apr 30, 2017 2:25 am
- Forum: General discussion
- Topic: Biters seem MUCH easier in 0.15?
- Replies: 25
- Views: 10664
Re: Biters seem MUCH easier in 0.15?
I've noticed the same thing. Last time I played was 0.12, and I was in the habit of bee-lining turrets and walls because I knew I'd need them, and generally I had to put up little pillboxes while I struggled to get enough stone walls made for a proper perimeter wall. I played 0.15 the same way, and ...
- Wed Apr 26, 2017 1:10 am
- Forum: General discussion
- Topic: RSO-like settings for vanilla map generation?
- Replies: 7
- Views: 5813
Re: RSO-like settings for vanilla map generation?
Many thanks for pointing that out. I hadn't realized I could get 0.15 via Steam.daniel34 wrote: It's already on Steam, you just need to opt-in to the 0.15.x experimental in the Betas tab of the game properties.
- Tue Apr 25, 2017 2:30 pm
- Forum: General discussion
- Topic: RSO-like settings for vanilla map generation?
- Replies: 7
- Views: 5813
RSO-like settings for vanilla map generation?
I haven't played since 0.12, and I'm thinking about getting back in once Steam actually drops 0.15 (it's still 0.14.23 at present). I found that I enjoyed the game a great deal more with the Resource Spawner Overhaul, mainly because the distance between deposits really made trains important rather t...
- Tue Nov 03, 2015 11:49 am
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 127315
Re: [MOD 0.12.x] Marathon 0.5.4
Not happy with the unneccessary nerf of solid fuel in 0.5.4. However, since I don't see myself playing a Marathon mod game again anytime soon, I guess this is just grousing from the sidelines.
- Fri Oct 16, 2015 3:21 am
- Forum: General discussion
- Topic: Newcomer's Negative Feedback
- Replies: 24
- Views: 18048
Re: Newcomer's Negative Feedback
Not a big surprise for me, I've already met developers which do not recognize strongest parts of their own product. These "numeric differences" actually the crucial, especially in modern warfare. You completely missed the point of what I said. I'm aware of how important the upgrades are. ...
- Thu Oct 15, 2015 1:31 am
- Forum: General discussion
- Topic: Newcomer's Negative Feedback
- Replies: 24
- Views: 18048
Re: Newcomer's Negative Feedback
It's weird that you should bring up M.A.X. since I was the AI programmer and I was heavily involved in the design - though I don't recall if I'm credited for the latter. I did the vehicle stats, the equations for upgrades, and the system for distributing resources. The basic framework for upgrades w...
- Sat Oct 10, 2015 5:47 pm
- Forum: General discussion
- Topic: Poll: Faster crafting speed?
- Replies: 58
- Views: 33051
Re: Poll: Faster crafting speed?
While thats true, of the 60 slots, I'd probably reserve 5-10 for copper/iron. Another 2/3 for steel. 3 EC, 1 AC. Perhaps 4 for transport belt. That's really excessive. 5-10 for copper/iron? Unless you're playing with a mod, you're unlikely to need more than 2 each, tops. I can see 2 stacks of steel...
- Fri Oct 09, 2015 4:35 pm
- Forum: General discussion
- Topic: About early game motivation
- Replies: 17
- Views: 20676
Re: About early game motivation
That's a long way. The specialized factories connected by trains thing is interesting, but it's completely impractical for a number of reasons for most of the game. The most obvious one being that you can't do it until you have train technology, but given the huge amount of land you have to clear, I...
- Fri Oct 09, 2015 1:41 am
- Forum: General discussion
- Topic: About early game motivation
- Replies: 17
- Views: 20676
Re: About early game motivation
How do you measure this? I've never noticed any way of determining distances, or translating that to meters. Is this a console command, a mod, or do you just decide that X distance in the map view qualifies?ssilk wrote:Every factory should be about 1 km away from the next factory.
- Thu Oct 08, 2015 4:40 pm
- Forum: General discussion
- Topic: About early game motivation
- Replies: 17
- Views: 20676
Re: About early game motivation
But if I've been out of the game for a few months and start a new map, I still know that i don't want to win the game. Yet I have no specific plans for my factory. And at that point, it IS research for the sake of research. You're describing a problem that's specific to how you feel about the game,...