Search found 20 matches
- Sat Dec 23, 2017 1:00 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 74025
Re: Version 0.16.7
Personally I think this is a step in the right direction. I think the root of the problem is that barrels have far too high capacity, as indicated by all the comments that the tank wagon is now useless and that they will just use barrels instead. Being forced to transport the mass of three wagons wh...
- Thu Dec 21, 2017 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
- Replies: 18
- Views: 11796
Re: [16.4] "Enemy Bases" settings effect no changes
It seems to me that the size setting only affects the starting area, at least for resources and biters.
Edit: Ok there is actually a difference but it's very small. Difference between "very big" and "very small":
Edit: Ok there is actually a difference but it's very small. Difference between "very big" and "very small":
- Tue Oct 11, 2016 2:24 am
- Forum: Gameplay Help
- Topic: Producing petroleum - number of chemical plants needed??
- Replies: 9
- Views: 4898
Re: Producing petroleum - number of chemical plants needed??
What noone seems to have pointed out yet is that refineries take time to process oil too. You have plenty of chemical plants but not enough refineries to feed them.
- Sun Aug 21, 2016 6:03 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 37574
Re: Nuclear Power from a Nuclear Engineer
Fission products are the radioisotopes that result from splitting a nuclei, like cesium and strontium After a while they don't produce useful amounts of heat but the gammas will still kill you in a heartbeat. They also build up a lot of pressure in the fuel so it's not like you can just put all of i...
- Sat Aug 20, 2016 8:02 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 37574
Re: Nuclear Power from a Nuclear Engineer
So many fact errors. The true waste are the highly radioactive fission products that you unavoidably get from fission. The total radioactivity from those is directly proportional to the energy produced and the only way to deal with them is to put them in a safe place for 1000 years or so. The useful...
- Fri Aug 19, 2016 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 37574
Re: Nuclear Power from a Nuclear Engineer
It's not just about the quality of waste that comes from a tractor. The efficiency also goes through the roof, letting less fuel do WAY more. That obviously means less waste. Also it's the future and in space, so gen IV is a thing of the past. The worst case scenario is that waste fuel gets re proc...
- Fri Aug 19, 2016 6:15 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 37574
Re: Nuclear Power from a Nuclear Engineer
I see this idea all over the place. While it has SOME real world counterpart, like, 60 years ago, it just doesn't apply today. Modern reactors burn just about everything and THEN some. New reactors today can burn the waste from the old reactors. The whole idea is a relic of the ancient world. LOL, ...
- Wed Aug 17, 2016 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 37574
Re: Nuclear Power from a Nuclear Engineer
With disposal areas I was thinking something with unlimited capacity but that only exists away from the starting area. It forces you to deal with the waste without being overly difficult/complicated. As far as solar power is concerned I wish it was limited to daytime power only. That would make it s...
- Wed Aug 17, 2016 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Power from a Nuclear Engineer
- Replies: 94
- Views: 37574
Re: Nuclear Power from a Nuclear Engineer
To me the most important thing to include when adding nuclear power is waste managment. The difficulty is to make it possible to fully automate it while making it interesting. One idea is to have special locations on the map where you can build repositories for permanent disposal. Ideally putting th...
- Mon Aug 15, 2016 1:34 pm
- Forum: Ideas and Suggestions
- Topic: [0.14] Nuclear power: use thorium instead of uranium
- Replies: 13
- Views: 7631
Re: [0.14] Nuclear power: use thorium instead of uranium
Half life is a thing though, some of the nuclei will spontaneously decay and give off neutrons that can initiate the chain reaction. Plus there will always be impurities in the fuel, coolant, and core structure that can provide the necessary initiation. In practice though initiators of known radioa...
- Sun Aug 14, 2016 10:56 pm
- Forum: Ideas and Suggestions
- Topic: [0.14] Nuclear power: use thorium instead of uranium
- Replies: 13
- Views: 7631
Re: [0.14] Nuclear power: use thorium instead of uranium
Wait, so the first point is that breeder reactors wouldn't work in Factorio because they require a neutron source, but the second point is advocating uranium breeders in Factorio? (P.S. Never trust a uranium fast breeder reactor!) As for CANDU and the like, you'd then have to include a heavy water ...
- Sun Aug 14, 2016 2:19 pm
- Forum: Ideas and Suggestions
- Topic: [0.14] Nuclear power: use thorium instead of uranium
- Replies: 13
- Views: 7631
Re: [0.14] Nuclear power: use thorium instead of uranium
1. Thorium isn't fissile, it requires a breeder reactor to use which is more complicated to construct. You would also need to create some neutron source start the reactor which either requires a neutron generator with all the complexity that brings or enriched uranium. 2. Uranium doesn't require enr...
- Mon Jul 18, 2016 4:49 am
- Forum: Gameplay Help
- Topic: How to force recalculation of train paths?
- Replies: 28
- Views: 11767
Re: How to force recalculation of train paths?
Currently, trains only pick a destination when they leave a station - if you have multiple same-named stations, a train will pick one to go to when it leaves the previous station in its schedule. If it's blocked at a signal it can try to pick another path, but it won't pick a different destination ...
- Fri Jul 15, 2016 5:02 pm
- Forum: Gameplay Help
- Topic: How to force recalculation of train paths?
- Replies: 28
- Views: 11767
Re: How to force recalculation of train paths?
Currently, trains only pick a destination when they leave a station - if you have multiple same-named stations, a train will pick one to go to when it leaves the previous station in its schedule. If it's blocked at a signal it can try to pick another path, but it won't pick a different destination ...
- Fri Jul 15, 2016 1:43 pm
- Forum: Gameplay Help
- Topic: Train stations, paths and closed rail signals
- Replies: 6
- Views: 4345
Re: Train stations, paths and closed rail signals
The problem is that the path finder doesn't see signals, only blocks. If you want to control where the train goes you have to close blocks with trains for example like this https://i.redd.it/m0ntdlylxn7x.jpg .
Hopefully it gets changed in 0.14.
Hopefully it gets changed in 0.14.
- Tue Jul 12, 2016 12:14 am
- Forum: General discussion
- Topic: To easy
- Replies: 22
- Views: 10220
Re: To easy
Ich play with max number of Aliens and i put all wath has to do with ressources to the lowest. I tryed to start 20 times but i never got all needed ressourses in my reach. And try to kill 30 Hives with a pistol and 10 ammo^^ Very small isn't recommended because then it barely spawns any resources a...
- Mon Jul 11, 2016 8:53 pm
- Forum: 1 / 0 magic
- Topic: [0.13.8] 9s not showing up in circuit condition window
- Replies: 2
- Views: 1354
Re: [0.13.8] 9s not showing up in circuit condition window
Ok, the 9s are back now .
- Mon Jul 11, 2016 6:23 pm
- Forum: 1 / 0 magic
- Topic: [0.13.8] 9s not showing up in circuit condition window
- Replies: 2
- Views: 1354
[0.13.8] 9s not showing up in circuit condition window
Title says it all pretty much. In the attached image it's supposed to say 495.
- Mon Jul 11, 2016 3:16 pm
- Forum: General discussion
- Topic: To easy
- Replies: 22
- Views: 10220
Re: To easy
How is low resources not playable? I'm doing a vanilla low/small/poor (very poor for iron and copper) game. Had to use 1600 rail pieces to reach an oil field capable of enough oil to get decent blue research going. Now I've managed to secure an oil outpost 4000 rail pieces away with the help of a fl...
- Sun Jul 03, 2016 8:13 pm
- Forum: Balancing
- Topic: (0.13) Disparity of starting resource generation
- Replies: 6
- Views: 3578
Re: (0.13) Disparity of starting resource generation
I really wish there was a guarantee of at least a small amount of copper, iron, stone and coal in the starting area. I wanted to start a vanilla game aiming to make a huge train network with low frequency resources. The problem was that more often than not there wouldn't be any resources at all in t...