Search found 433 matches

by Adamo
Wed Oct 09, 2019 9:51 pm
Forum: General discussion
Topic: Where do you see the End Game
Replies: 14
Views: 791

Re: Where do you see the End Game

The end goal of Factorio is landing an engineering job.
by Adamo
Wed Oct 09, 2019 9:24 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 23
Views: 533

Re: Power switches should be 1x1

(Non-constant) Combinators obviously have input and output - while the power switch has 2 sides without any preferences. In both cases, it seems like the minimum size for using them while keeping the "targeting" easy is 1x2. OK, now I think I've got what you mean. Come to think of it, I know very l...
by Adamo
Wed Oct 09, 2019 7:09 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 297

Re: Balancing recipes?

Sorry, I'm not making a mod. Factorio masses are definitely way off what's realistic, but we're also carrying around 10 nuclear reactors in the same pocket space we're holding 200 gun magazines. For the "realism" factor again, you could divide power requirements in factorio by 100 and it'd be far c...
by Adamo
Wed Oct 09, 2019 6:56 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 23
Views: 533

Re: Power switches should be 1x1

You're going to hate my new quarter-sized combinators, then. Yes, that sounds horrible. I'd like to see a 3x3 or 2x2 combinator "box" which pops open to reveal a Factorissimo-style space where you lay out regular-sized combinators. Hmm. I WAS just kidding, Deadlock, but I could actually see doing s...
by Adamo
Wed Oct 09, 2019 5:30 am
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 297

Re: Balancing recipes?

Further, uranium in real life is even more stupidly efficient than Factorio's. Even a few percent enriched fuel (not sure the kg, but not a lot) can last reactors over a year for hundreds of megawatts. It'd be more interesting to have to process the nuclear fuel into a slurry, and pipe the slurry i...
by Adamo
Wed Oct 09, 2019 3:54 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 23
Views: 533

Re: Power switches should be 1x1

Deadlock989 wrote:
Tue Oct 08, 2019 5:55 pm
Yes. Yes, I do. Severe astigmatism and near-sightedness.
You're going to hate my new quarter-sized combinators, then.
by Adamo
Wed Oct 09, 2019 3:46 am
Forum: General discussion
Topic: Where do you see the End Game
Replies: 14
Views: 791

Re: Where do you see the End Game

The endgame is persistent clusterio servers with biters on.
by Adamo
Wed Oct 09, 2019 3:37 am
Forum: Gameplay Help
Topic: Oil Yield decreasing rate confusion.
Replies: 12
Views: 345

Re: Oil Yield decreasing rate confusion.

OK, so, I haven't strongly tested this, but I did setup a similar resource prototype, and based on the prototype values that an oil-like resource uses, I THINK the way it works is as follows. If anyone can tell me where I'm wrong, please do. The map displays a percentage, but a percentage of what? T...
by Adamo
Fri Oct 04, 2019 8:30 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 68
Views: 6329

Re: Friday Facts #315 - New test servers

Guys, they have to test on hardware approaching what the buyers of the game will have... if you start talking about "blades", aren't you going into very specific server hardware ? Personally, I think you're right. You can buy blades that have similar hardware to gamer hardware, but it's not the pri...
by Adamo
Thu Oct 03, 2019 10:27 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 3202

Re: A Case for Balancing Nuclear Power

To be clear, are you saying that the turbine simply shuts down when you tried to put steam above 1000C into it? Because I think that's expected. The prototype definition for the generator (the type of which the turbine is) includes a value for "maximum_temperature", but it doesn't explain exactly w...
by Adamo
Thu Oct 03, 2019 9:13 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 62
Views: 1944

Re: [MOD 0.17+] Adamo Mods

I don't have time this second to digest and respond to everything you've said, so I will come back to it. I just wanted to point out quickly that you may not be as confused as you think you are. You are completely correct that each water line into the reactor will require two offshore pumps. Since ...
by Adamo
Wed Oct 02, 2019 10:58 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 62
Views: 1944

Re: [MOD 0.17+] Adamo Mods

Hmm, OK, I'll take a look at it. Thanks. I made this blueprint on version 0.16, so it's possible things have changed slightly. I know it worked fine enough when I made it. We also use several of them on our server network, sometimes at max capacity, and they work fine. I see in your picture you had...
by Adamo
Wed Oct 02, 2019 2:50 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 62
Views: 1944

Re: [MOD 0.17+] Adamo Mods

Ok i started a sandbox szenario and got this error :-( : Error while running event adamo-contraptions::on_player_joined_game (ID 43) __adamo-contraptions__/control.lua:40: attempt to index local 'armorinv' (a nil value) stack traceback: __adamo-contraptions__/control.lua:40: in function 'reset_equi...
by Adamo
Wed Oct 02, 2019 2:47 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 62
Views: 1944

Re: [MOD 0.17+] Adamo Mods

You need to change the values, e.g., data.raw.pipe["plastic-pipe"].fluid_box.base_area = 0.8 data.raw["pipe-to-ground"]["plastic-pipe-to-ground"].fluid_box.base_area =0.8 I have also seen a similar reactor blueprint to what you say. There's not much I can do for those people (edit: incorrect: after...
by Adamo
Wed Oct 02, 2019 1:58 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 62
Views: 1944

Re: [MOD 0.17+] Adamo Mods

That would definitely be ideal. I could get CLOSE to boiler behaviour by setting the kettle to be on the same level as the pipes, which would mean, essentially, that they fill up at the same rate as the pipes, rather than "grabbing all the available fluid" like chemical plants do. That actually sou...
by Adamo
Wed Oct 02, 2019 11:44 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 62
Views: 1944

Re: [MOD 0.17+] Adamo Mods

outputing a solid without configurable inserter while needing 2 different liquid is a puzzle. ( there are tools to ease that in the modpack ) A puzzle for sure, but it is doable! If there was some trade-off in flexibility to remove the sloshing , that could be balanced by adding another module slot...
by Adamo
Wed Oct 02, 2019 11:40 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 62
Views: 1944

Re: [MOD 0.17+] Adamo Mods

Regarding the infos i found in https://forums.factorio.com/viewtopic.php?f=25&t=63801&p=388975&hilit=unstable+simulation#p388975 about how pipe flow work, i would like to have it behave mostly like the vanilla boiler. Sorry, I guess I didn't explain well enough. It is impossible currently to have t...
by Adamo
Tue Oct 01, 2019 8:49 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.17.69] CTD on load saved game related to Fluidboxmanager
Replies: 2
Views: 223

Re: [Dominik] [0.17.69] CTD on load saved game related to Fluidboxmanager

Dominik wrote:
Tue Oct 01, 2019 2:02 pm
Hi, this is a known issue and already fixed.
OK, thanks.
by Adamo
Tue Oct 01, 2019 8:27 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 297

Re: Balancing recipes?

95% of the materials in a nuclear reactor are the concrete and steel. 35% of all the steel used at a nuclear site is just the rebar in the concrete. So, if anything, 500 steel is about right and 500 red chips/copper is where it goes sideways. It should be more like 10 red chips and 30 copper. :p Eh...
by Adamo
Tue Oct 01, 2019 8:21 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 297

Re: Balancing recipes?

Regarding the steel amounts, then, if the reactor really is on the order of 100x100, maybe your steel amounts do start to make sense. Vanilla reactor takes 500 steel? 500*new_length^2/25 = 200000 steel for a 100x100 reactor, just scaling up the steel cost already assigned. So cutting this DOWN to 6...

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