Search found 20 matches

by Fushigidane
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...
by Fushigidane
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":
Image
by Fushigidane
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.
by Fushigidane
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...
by Fushigidane
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...
by Fushigidane
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...
by Fushigidane
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, ...
by Fushigidane
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...
by Fushigidane
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...
by Fushigidane
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...
by Fushigidane
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 ...
by Fushigidane
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...
by Fushigidane
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 ...
by Fushigidane
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 ...
by Fushigidane
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.
by Fushigidane
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...
by Fushigidane
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.
by Fushigidane
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...
by Fushigidane
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...

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