Search found 89 matches

by Rage
Mon Apr 16, 2018 3:57 am
Forum: Modding interface requests
Topic: Capsule Action
Replies: 3
Views: 1661

Re: Capsule Action

I can set this up but it's always going to require you associate applying a capsule action to a character, god controller, biter, or turret. Would that still be useful to you? Not gonna lie, complete for got about this whole project until today. No, it's no longer useful. My goal was to be able to ...
by Rage
Mon Jan 01, 2018 10:11 am
Forum: Modding interface requests
Topic: Capsule Action
Replies: 3
Views: 1661

Capsule Action

In reference to https://forums.factorio.com/viewtopic.php?f=25&t=55652 . I'm thinking this could work similar to how surface::create_entity works. It would work as if the player clicked on the location with the appropriate capsule. Required parameters would be position and type. Going off what's...
by Rage
Wed Dec 27, 2017 5:29 am
Forum: Modding help
Topic: Capsule Action
Replies: 1
Views: 1033

Re: Capsule Action

An additional thing I've tried:
I tried making a projectile that would then do the action, but regardless of where I put it, it would not accept "capsule-action" or "artillery-remote" anywhere within it's action tree.
by Rage
Mon Dec 25, 2017 5:00 am
Forum: Modding help
Topic: Capsule Action
Replies: 1
Views: 1033

Capsule Action

Is there a way to perform a capsule action within a script? What I'm trying to do is to create a artillery remote the creates multiple targets at once in a pattern. I've tried to use create entity to spawn the artillery-flare, but that just results in the particle being created. As far as I've been ...
by Rage
Sun Dec 24, 2017 9:00 am
Forum: Ideas and Suggestions
Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
Replies: 57
Views: 18607

Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)

this thread is joined with other threads, take care when reading β€” ssilk The idea would be to have a toggle option (on by default) in the inventory gui for allowing an artillery gun to fire automatically. When on (true), the guns would behave as they do now. When off (false), they will not fire at ...
by Rage
Sun Dec 24, 2017 8:34 am
Forum: General discussion
Topic: Game theory: Factorio takes place on Earth
Replies: 25
Views: 9098

Re: Game theory: Factorio takes place on Earth

Surely the planet could be an infinite sphere? Is there any difference between an infinite sphere and an infinite plane? On an infinite sphere, if you walked in a straight line for an infinite amount of time you would get back to where you started. On an infinite plane you would just keep going for...
by Rage
Fri Jun 16, 2017 11:21 am
Forum: General discussion
Topic: Factorio 2 dev
Replies: 37
Views: 15136

Re: Factorio 2 dev

Factorio 3 confirmed! All hail the mighty Kovarex!
by Rage
Mon May 29, 2017 6:58 am
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 118384

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...
by Rage
Sun May 28, 2017 9:18 pm
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 118384

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...
by Rage
Fri May 12, 2017 10:09 pm
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 118384

Re: 0.15 Reactor Ratio

Thanks for the tips guys. My reactor is still 2 MW away from max this way, but there seems to be no water issues. I have a 4 reactor system using the 8 exchanger rule for pipes and one pump per 8 exchangers. I also have 40 buffer tanks, 20 on each side (left and right) but I find that when I shut o...
by Rage
Fri Apr 28, 2017 3:37 am
Forum: Energy Production
Topic: [0.15.3] Nuclear Reactor Setup Expandable?
Replies: 1
Views: 2799

Re: [0.15.3] Nuclear Reactor Setup Expandable?

You're 9 reactors have an effective value of 21, to run 20 heat exchangers you only need a effective value of 5. You could get that with on 3 rectors, two together(touching) and one separated. Your 20 heat exchangers can only fully sustain 34 turbines, a 35th would be partially powered. With your ar...
by Rage
Wed Apr 26, 2017 9:25 pm
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 118384

Re: 0.15 Reactor Ratio

Do reactors have to have dedicated heat pipe output lines I assume?? I'm thinking this sort of setup: Same output potential as bulding 2 2 2 2 2 2 2 2 Its not 2 2 2 2 2 2 2 2 its 2 3 3 2 2 3 3 2 Just saying ;) I haven't had the chance to get to this point yet but couldnt you offset them by half and...
by Rage
Tue Apr 25, 2017 7:32 pm
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 118384

Re: 0.15 Reactor Ratio

A: Reactors are 40 MW, heat exchangers are 10 MW, turbines are 5.8 MW. The lowest common multiple I could find is 1160 MW meaning 29 reactors, 116 heat exchangers, and 200 turbines. Twice your big example. B: You could throttle back reactors by not providing fuel. They have to go from 15Β°C up to 50...
by Rage
Tue Apr 25, 2017 9:51 am
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 118384

0.15 Reactor Ratio

First off, I've been up too long so someone should double check it. Second, I need to explain the neighbor system. The neighbor system is a way by which you can boost the effectiveness of a reactor by putting it next to another one. Note, they must be adjacent and fully aligned with one another. Ali...
by Rage
Tue Apr 25, 2017 4:01 am
Forum: Energy Production
Topic: 0.15 Steam production with the boilers
Replies: 10
Views: 15136

Re: 0.15 Steam production with the boilers

this is out of the way and working as an emergency backup, so i'm not terribly worried about being able to get into it. 1 Pump feeding 12 (could be 20) boilers, each feeding 2 steam engines. 5 of these lines gives me 120 engiens for about 107MW of power. Was 6 lines but then I wanted the uranium ore...
by Rage
Fri Apr 21, 2017 9:49 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 141182

Re: Friday Facts #187 - Space science & 0.15 graphics

Wait what? Tuesday? Hold on.... *checks the date* .... BEST BIRTHDAY GIFT EVER!!!! Got the week off, get to fly a plane, and now I get to play the ever living crap out of Factorio!
by Rage
Thu Mar 30, 2017 9:25 pm
Forum: Show your Creations
Topic: Factorissimo Fun
Replies: 31
Views: 18497

Re: Factorissimo Fun

If you decide to do this again, you might look at finding a way to make the bitters more aggressive in their attacks and expansion, might make it more challenging. Gotta decide whether to wipe out that massive attack that's building up, clear out a recent bitter expansion, or clear out those resourc...
by Rage
Wed Dec 14, 2016 3:30 am
Forum: General discussion
Topic: Poll: Horizontal or Vertical?
Replies: 12
Views: 6301

Re: Poll: Horizontal or Vertical?

Image

Dunno what the poll's about but vertical always wins.
by Rage
Sun Jul 31, 2016 1:56 am
Forum: Railway Setups
Topic: 0.13 station unloading
Replies: 11
Views: 20510

Re: 0.13 station unloading

@Rage: Why do you unload to 4 chests, insert two into the other two, and then unload these two? For the extra buffer capacity? Yeah, it's for the extra buffer. I could do the 6 insters, 6 chests 6, inserters setup, but only the outer most inserters would ever really be working, so this works more t...
by Rage
Sat Jul 30, 2016 10:57 pm
Forum: Railway Setups
Topic: 0.13 station unloading
Replies: 11
Views: 20510

Re: 0.13 station unloading

This is the setup I'm using at the moment.
Image
This is with full research completed.
Only needs to be two cars deep to fully saturate both belts, the additional are because it replaced an older system.

Go to advanced search