Search found 17 matches

by Enkal
Tue Jan 16, 2018 7:18 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133558

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Yeah thanks! I managed to figure out how to add them to the labs myself but since I am without internet at home right now I could not reply here.

Interesting with the syntax there in your code you linked. I'm starting to understand how things works a bit better now. Thank you!
by Enkal
Fri Jan 12, 2018 10:13 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133558

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

I only made it compatible with 0.16. The logistics packs should be producable with the default recipe from bob's mod. That is the problem. The Science tweaker blocks the regular Bob's packs so you cannot make the logistics packs. I do not even know where to search in the mods to enable things like ...
by Enkal
Tue Jan 09, 2018 8:46 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133558

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Does this update include updates for the logistics packs with Bob's and Angel's mods. I Started playing and just realised that I cannot research things using logistics packs since I cannot produce them (like robot speed 3 I think it was).
by Enkal
Sat Jan 14, 2017 9:44 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 79200

Re: Friday Facts #173 - Nuclear stuff is almost done

I still do not see why there are so many comments wanting a meltdown mechanic? Meltdowns are extremely rare events in the real world and all of them have happened because of poor design choices or extreme natural disasters. Nuclear is safe and straight forward. The solution they have now is basicall...
by Enkal
Fri Nov 18, 2016 9:10 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106521

Re: Friday Facts #164 - Nuclear power

So, potentially, with nuclear power we can have: - New resource: Uranium (to enrich for using in the reactor) - New resource: Graphite (for control rods) - New resource: Lead (for containement walls, barrels, radiation suit) - A building for enrich Uranium - Concrete / Steel / Lead barrels for stoc...
by Enkal
Tue Nov 15, 2016 9:43 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106521

Re: Friday Facts #164 - Nuclear power

For everyone bringing up the impossibility of explosions please see: https://www.scientificamerican.com/article/partial-meltdowns-hydrogen-explosions-at-fukushima-nuclear-power-plant/ Significant destructive consequences for mismanaging power generation would be a welcome addition, imo. If some pla...
by Enkal
Fri Nov 11, 2016 2:33 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106521

Re: Friday Facts #164 - Nuclear power

I really dislike the explosion part, it is just not realistic in any way and it does not really add to the game imho. It only reinforces all misconceptions about nuclear in the world. :( Be part of the solution and not the problem! A better approach would be to have some inertia in the system, make ...
by Enkal
Tue Aug 30, 2016 6:58 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 209878

Re: Electric energy

I think that we should not stick to realistic powers and energy densities. It is better to scale numbers to what game balance needs but of course keep the idea of very expensive and technically complicated but high energy density source of energy. I think that nuclear reactor should be complex to b...
by Enkal
Wed Aug 17, 2016 6:33 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 82825

Re: Friday facts #151 - The plans for 0.14

you should read more into nuclear power plants then, because there are literally hundreds of fail-safe mechanisms to prevent a meltdown. It takes extreme conditions for it to happen, not just a simple power outage, but a series of unexpected events. But no passive failsafes. It requires active effo...
by Enkal
Tue Aug 16, 2016 9:37 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 82825

Re: Friday facts #151 - The plans for 0.14

When it comes to nuclear I just got an idea from real life that could work well for Factorio: Nuclear batteries. These are essentially self contained, walk away safe mini nuclear plants (30 MW thermal or so) that has an output of steam (or hot water if you do not want new mechanics). They last about...
by Enkal
Tue Aug 16, 2016 8:45 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 209878

Re: Electric energy

Breeder only produces less waste if you count U-238 as waste. It isn't a fission fuel, but in a breeder reactor it can be made to absorb a neutron and beta-decay into plutonium, which is a fuel, with about the same energy content as enriched uranium. However each particle of nuclear fuel that under...
by Enkal
Mon Aug 15, 2016 12:03 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 209878

Re: Electric energy

Eh I guess I was putting it too simply. Usefulness of nuclear fuel is its ability to produce heat, minus how much effort it takes to get it to produce heat. When fission fuel undergoes chain reaction, it eventually degenerates into the sort of fuel that's not usable. That's because in fission, nucl...
by Enkal
Fri Aug 05, 2016 5:58 am
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90957

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

You're all wrong on the realism front. Because Factorio is not on Earth. It's on a planet called Oirotcaf. And on Oirotcaf, copper is very abundant. Uranium, sadly, is very rare (the ore is highly diluted, so the fuel rods that you make out of it are small compared to what we're used to; they simpl...
by Enkal
Fri Aug 05, 2016 5:55 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 209878

Re: Electric energy

You might search this topic for "nuclear". I have done it: https://forums.factorio.com/search.php?keywords=nuclear&t=5&sf=msgonly 10 pages out of 22 for the total thread contain "nuclear" as word... :) :) I thought I'd post my thing here since it seems to be a main elect...
by Enkal
Thu Aug 04, 2016 2:20 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90957

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

A quick comment: This is a general problem in Factorio. IRL copper is *much* rarer than Iron, Iron Ore are often 60-70% iron by weight, while copper ores are usually under 0.6% copper, literally 1/100th as much. It can thus be said to be absurd that 1 iron ore gives 1 iron plate, and 1 copper ore g...
by Enkal
Thu Aug 04, 2016 2:01 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90957

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

This mod looks interesting but I wonder about a few things: 1. The energy density of a kg of refined uranium/plutonium is some 100 000 times higher than a kg of coal. Thus you would only need very very small amounts of Uranium to satisfy a reactor of 200 MW. It seems the mod places the power density...
by Enkal
Thu Aug 04, 2016 11:54 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 209878

Re: Electric energy

I think nuclear would be an excellent idea for Factorio. Nuclear in real life is very very fuel efficient and produces very low amounts of waste that is easily contained in pools of water for long periods of time. For the game it could be cool with two techs: open fuel cycle and closed fuel cycle nu...

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