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!
Search found 17 matches
- 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: 155799
- 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: 155799
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 ...
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 ...
- 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: 155799
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).
- Sat Jan 14, 2017 9:44 am
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 99806
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 ...
Nuclear is safe and straight forward. The solution they have now is ...
- Fri Nov 18, 2016 9:10 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 138091
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 ...
- 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 ...
- Tue Nov 15, 2016 9:43 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 138091
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 ...
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 ...
- Fri Nov 11, 2016 2:33 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 138091
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 ...
A better approach would be to have some inertia in the system, make ...
- Tue Aug 30, 2016 6:58 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 260966
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 ...
- Wed Aug 17, 2016 6:33 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 105337
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 ...
But no passive failsafes. It requires active ...
- Tue Aug 16, 2016 9:37 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 105337
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 ...
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 ...
- Tue Aug 16, 2016 8:45 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 260966
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 ...
- Mon Aug 15, 2016 12:03 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 260966
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 ...
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 ...
- Fri Aug 05, 2016 5:58 am
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 114
- Views: 102653
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 ...
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 ...
- Fri Aug 05, 2016 5:55 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 260966
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 electricity post.
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 electricity post.
- Thu Aug 04, 2016 2:20 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 114
- Views: 102653
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 ...
- Thu Aug 04, 2016 2:01 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 114
- Views: 102653
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 ...
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 ...
- Thu Aug 04, 2016 11:54 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 260966
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 ...
For the game it could be cool with two techs: open fuel cycle and closed fuel cycle ...