Search found 24 matches
- Sun Jun 09, 2019 7:19 am
- Forum: Modding help
- Topic: Weird behavior w/Angel's refining
- Replies: 0
- Views: 643
Weird behavior w/Angel's refining
I'm noticing some weirdness regarding Angles refining and was wondering if anyone else noticed it too. I noticed thats with T1 sort my inserters ALWAYS put copper on one side of the belt and the slag on the other side and iron is more or less even. The iron makes sense since I do have two inserters ...
- Thu Jun 06, 2019 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Balancing and fun Stuff
- Replies: 0
- Views: 1112
Nuclear Balancing and fun Stuff
Nuclear power is something that once I get going is almost too easy for me to forget about. I always have it in a corner in my base that's out of the way and I only really come by to build another reactor. Nuclear Warheads are a bit tricky to use as the explosion often, but not always kills me. But ...
- Thu Jun 06, 2019 4:13 am
- Forum: Maps and Scenarios
- Topic: Map request
- Replies: 1
- Views: 2405
Map request
I'm looking for either some suggestion's for in-game settings or a map string that has lots of large bodies of water and large to medium sized land masses. I tried setting my water to max and I usually get large bodies of water like I want, but the land masses are look like spaghetti. Long, skinny, ...
- Mon Jan 07, 2019 3:43 am
- Forum: Ideas and Requests For Mods
- Topic: Developers need not see
- Replies: 2
- Views: 1323
Developers need not see
Biters are a pain. Yes. And there has been some discussion of making them "Fly". But hear me out: what if they just jumped. :twisted: Wouldn't be interesting if normal biters could suddenly lunge at you while your attacking a base or jump over a wall and then biters of different sizes can ...
- Wed Nov 08, 2017 7:09 am
- Forum: Ideas and Requests For Mods
- Topic: Some logistical improvments
- Replies: 0
- Views: 718
Some logistical improvments
First three wide spliters: These spliters that will split a belt into three, or combine three belts into one. Rather that split 50/50 it should split it 33/34/33 . A three wide spliter would find some use i'm sure. Filter spliters: Just because i want to put two items on the same belt doesnt mean im...
- Tue Jun 06, 2017 5:09 am
- Forum: Ideas and Requests For Mods
- Topic: Advanced military tech mod
- Replies: 0
- Views: 657
Advanced military tech mod
Having absolutely no skill nor knowledge what so ever Im not to sure if its achievable. But i have been surprised before by this community. My suggestion is to create a series A dvanced W arfare techs that unlocks a cannon/mortar and/or missile turret, that works in a fashion similar to the Vanilla ...
- Wed May 31, 2017 4:44 am
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 125135
Re: 0.15 Reactor Ratio
You could place the build in a map where Creative Mode Mod is enabled. The mod has a energy void that makes your reactor produce 100% of what is possible. very easy to see problem this way. So after recreating my Setup in CMM and waiting for it to heat up: 6 reactors feed 180 heat exchangers to the...
- Tue May 30, 2017 4:51 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 125135
Re: 0.15 Reactor Ratio
Or in other words: Are you getting out all and using that power? If all that power is just potential and you are using only 50 MW in for factory then this is normal. No steam being used, no steam generated, no temperature lost for most of the heat exchangers. Normally im at half demand, but after a...
- Sun May 28, 2017 9:48 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 125135
Re: 0.15 Reactor Ratio
I got something really strange going on in my factory: I have six reactors in two rows making a 232 bonus or a max output of 800 MW which should mean that it should support 80 heat exchangers. I however have almost twice that 160 heat exchangers feeding off of those reactors and all my reactors are...
- Sun May 28, 2017 9:07 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 125135
Re: 0.15 Reactor Ratio
I got something really strange going on in my factory: I have six reactors in two rows making a 232 bonus or a max output of 800 MW which should mean that it should support 80 heat exchangers. I however have almost twice that 160 heat exchangers feeding off of those reactors and all my reactors are ...
- Thu May 18, 2017 4:52 pm
- Forum: Balancing
- Topic: Reactor UI change
- Replies: 2
- Views: 1311
Re: Reactor UI change
Presumably they designed the neighbour bonus in a way that can be easily balanced (they might change to 50% if too OP) and that is compatible with modding that may go for non-whole multiplication. For a 50% bonus it could just be 1.5x. It is just difficult to figure out the exact energy output. If ...
- Thu May 18, 2017 7:18 am
- Forum: Gameplay Help
- Topic: Bitter problem...
- Replies: 5
- Views: 2420
Re: Bitter problem...
HA! Word play love it!Deadly-Bagel wrote:
Not the bitters! Nooooooooooo!
- Thu May 18, 2017 7:09 am
- Forum: Balancing
- Topic: Reactor UI change
- Replies: 2
- Views: 1311
Reactor UI change
I simply want to change the UI text for the new reactor to say neighbor bonus 1x,2x,3x, or 4x. As well as clarification of the UI for Heat exchangers and boilers, there is currently two temperatures one for input fluid and one for output fluid. Having a line of text that says Input: [Water (amount)]...
- Tue May 16, 2017 10:09 am
- Forum: General discussion
- Topic: Crude Reator math
- Replies: 3
- Views: 1850
Re: Crude Reator math
Thanks exactly what i was looking for.
- Tue May 16, 2017 10:08 am
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 125135
Re: 0.15 Reactor Ratio
FFS, I figured out why the turbines have that odd 5.8 MW rating. You can feed the heat exchangers with steam from boilers (1.8 MW each) and this simply adds to the 10 MW each heat exchanger normally outputs! Total output is ~57.6 MW. Final ratio is 0.5:10:1:4:10. http://i.imgur.com/WV1EF6P.jpg How ...
- Tue May 16, 2017 5:47 am
- Forum: General discussion
- Topic: Is there anything strange about this?
- Replies: 3
- Views: 2027
Re: Is there anything strange about this?
I cannot imagine how expensive things are in Bob's + Marathon
- Tue May 16, 2017 5:42 am
- Forum: General discussion
- Topic: Crude Reator math
- Replies: 3
- Views: 1850
Crude Reator math
So i did some experimenting via the creative-mode 0.3.2 by Y.petremann, rk84, and Mooncat. As well as some crude math, and was looking for some conformation. What i found was 1 reactor fueled/ 4 Heat Exchangers/ 6.8ish Turbines. This is nothing new, however, i scaled up and i read the neighbor bonus...
- Thu May 11, 2017 2:08 am
- Forum: Minor issues
- Topic: [0.15] Belts flicker on map view
- Replies: 7
- Views: 4017
Re: [0.15] Belts flicker on map view
I have a similar issue where belts, most blue and red belts, will flicker as their graphic resets it happens on the map view but also in player view. its not game breaking or anything just really annoying.
- Wed May 10, 2017 3:17 am
- Forum: General discussion
- Topic: 0.15 boiler ratio?
- Replies: 30
- Views: 91991
Re: 0.15 boiler ratio?
What im looking for is How many boilers can one pump support? Right now i have like twenty boilers running off of one pump with enough water getting through to maintain 5 Advanced oil processors and some cracking. The cracking is conditionally so i think its okay to discount that. One Offshore Pump...
- Mon May 01, 2017 5:20 pm
- Forum: General discussion
- Topic: 0.15 boiler ratio?
- Replies: 30
- Views: 91991
Re: 0.15 boiler ratio?
What im looking for is How many boilers can one pump support? Right now i have like twenty boilers running off of one pump with enough water getting through to maintain 5 Advanced oil processors and some cracking. The cracking is conditionally so i think its okay to discount that.