Search found 34 matches
- Sat Mar 17, 2018 6:34 pm
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 14450
Re: [MOD 0.15/0.16] Fission and Fusion
Did you update the mod? When?
No, I have not updated it since the 0.16 fixes.
You provided me with calculations to back up your argument about why either the portable fission reactor or portable fusion reactor should be changed, then asked for "better energy values". I invited your thoughts ...
- Thu Mar 08, 2018 12:13 pm
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 14450
Re: [MOD 0.15/0.16] Fission and Fusion
The Portable Fission Reactor (PFissR) is more powerful than the vanilla Portable Fusion Reactor (PFussR):
The PFissR has 3Γ3 (9) slots and 500 kW: 500 Γ· 9 = 55.55555 kW per slot.
The PFussR has 4Γ4 (16) slots and 750 kW: 750 Γ· 16 = 46.875 Kw per slot.
PFissR is so space and power efficient as to ...
The PFissR has 3Γ3 (9) slots and 500 kW: 500 Γ· 9 = 55.55555 kW per slot.
The PFussR has 4Γ4 (16) slots and 750 kW: 750 Γ· 16 = 46.875 Kw per slot.
PFissR is so space and power efficient as to ...
- Wed Mar 07, 2018 12:48 am
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 14450
Re: [MOD 0.15/0.16] Fission and Fusion
The tests look good, and version 0.4.2 has been uploaded to the mod portal.
Many thanks to vctgross for the edits!
Please ping me here if you run into any problems.
Many thanks to vctgross for the edits!
Please ping me here if you run into any problems.
- Tue Mar 06, 2018 1:15 pm
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 14450
Re: [MOD 0.15] Fission and Fusion
Bumping this to request an update of this mod for version 0.16.X of Factorio.
Nice to know folks are still using it. Apologies for not having done so yet -- new job and limited time. A kind fellow Factorian has submitted a pull request with 0.16 tweaks, and I will endeavor to get that merged and ...
Nice to know folks are still using it. Apologies for not having done so yet -- new job and limited time. A kind fellow Factorian has submitted a pull request with 0.16 tweaks, and I will endeavor to get that merged and ...
- Tue Jun 06, 2017 9:50 pm
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 14450
Re: [MOD 0.15] Fission and Fusion
as a note the radioisotope thermoelectric generators research overrides the crafting system for copper cables breaking inventory crafting
Apparently there's an issue with recycling-type recipes that run on the same machine as normal production recipes, leading to the issue you ran into (which was ...
Apparently there's an issue with recycling-type recipes that run on the same machine as normal production recipes, leading to the issue you ran into (which was ...
- Tue Jun 06, 2017 2:22 am
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 14450
Re: [MOD 0.15] Fission and Fusion
Bizarre.HAMMERFALL314 wrote:as a note the radioisotope thermoelectric generators research overrides the crafting system for copper cables breaking inventory crafting
Could you get me a list of the mods you're using? I'll look into it.
- Wed May 31, 2017 4:50 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 122565
Re: [MOD 0.15] AAI Industry
To perhaps ask the obvious: have you tried spelling that "terciary"? Factorio seems to use that spelling in other entities.Earendel wrote: If I set them to "tertiary-output" Factorio throws an "invalid electric usage priority" error.
- Fri May 26, 2017 4:00 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88538
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Yeah, Omnimatter deletes pumpjacks after the incineration recipe has been created. Talked to EmperorZelos about it, should be fixed for the next Omnimatter release.nucleargen wrote: I found now source of error - omnimatter mod. It removes pumpjack recipes, while it no more needed.
- Tue May 23, 2017 5:42 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88538
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Fixed. The solution is to remove the position entry in the smoke definition and replace it with north_position , south_position , east_position and west_position .
Makes sense. Thanks for both the quick fix and the contribution to my continuing mod education. :)
While I was at it, I also ...
Makes sense. Thanks for both the quick fix and the contribution to my continuing mod education. :)
While I was at it, I also ...
- Tue May 23, 2017 5:14 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88538
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Oooo. Tricksy. I look forward to seeing the fix.GotLag wrote:Oh, I'm an idiot. It's because I'm only specifying the one smoke emission point, and that rotates with the entity. I'm fixing it now.
- Tue May 23, 2017 4:50 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88538
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
It shows up in the correct position for me, what graphical settings are you using?
Linux machine, windowed, clouds off, everything after "Wait for Vsync" is checked, high rez and high vmem usage, 4096 texture size. I've also tried toggling each of those and changing rez/vmem/texture size. No ...
- Tue May 23, 2017 3:40 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88538
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
I was testing some things today and noticed that the smoke from the fueled incinerator was way out to the left of the entity.
Changing the position value on the smoke from {0.0, -4} to {4.0, 0} fixed it, which was odd -- I would have expected position to use {x, y} offsets.
Can anyone else confirm ...
Changing the position value on the smoke from {0.0, -4} to {4.0, 0} fixed it, which was odd -- I would have expected position to use {x, y} offsets.
Can anyone else confirm ...
- Mon May 22, 2017 2:28 pm
- Forum: Mods
- Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
- Replies: 70
- Views: 90702
Re: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Heya.
The 0.15 update for this mod put it onto my radar for the first time, so I thought I'd check it out.
I really like the concept, look, and execution of the mod, and I decided to run a bit of math on my own to check out the relative costs and efficiencies. Running numbers through the mining ...
The 0.15 update for this mod put it onto my radar for the first time, so I thought I'd check it out.
I really like the concept, look, and execution of the mod, and I decided to run a bit of math on my own to check out the relative costs and efficiencies. Running numbers through the mining ...
- Mon May 22, 2017 12:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1662254
Re: Development and Discussion
Or the common items could be available in both mods.
De-coupling the two mods would make for easy access for a lot of people who are scared off by the very different ore system in the refining mod.
That seems like a reasonable idea.
I find that making refining mod dependent on petrochem ...
- Fri May 19, 2017 7:43 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1662254
Re: Development and Discussion
@undarl @Jackalope @daggertx
My question would be: Is it interesting to play and figure out and is it better or worse than the old implementation.
I really enjoy the early-game synergies provided by the ore crushers, specifically the inclusion of stone as a useful byproduct/looming problem from ...
My question would be: Is it interesting to play and figure out and is it better or worse than the old implementation.
I really enjoy the early-game synergies provided by the ore crushers, specifically the inclusion of stone as a useful byproduct/looming problem from ...
- Fri May 19, 2017 1:57 pm
- Forum: Mods
- Topic: [MOD 0.15] Rocket Turret 0.0.8
- Replies: 20
- Views: 14555
Re: [MOD 0.15] Rocket Turret 0.0.7
Heya.
I've been playing around with rocket turrets since you released the mod (and have managed to blow myself up hilariously with atomic bombs at least 20 times). :) I'm also a new modder, so I'm going to chime in with some ideas and feedback.
-Crude Rocket added for use with Basic Rocket ...
I've been playing around with rocket turrets since you released the mod (and have managed to blow myself up hilariously with atomic bombs at least 20 times). :) I'm also a new modder, so I'm going to chime in with some ideas and feedback.
-Crude Rocket added for use with Basic Rocket ...
- Thu May 18, 2017 7:53 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1662254
Re: Development and Discussion
I know the focus is not on vanilla from what I read but I do have some yield questions if its okay. Is any of the below even worth it (other than the fun factor) and does it actually increase yield? I am not sure...and maybe its a limitation of using this without Bobs Plates and stuff. Which is ...
- Thu May 18, 2017 12:22 am
- Forum: Not a bug
- Topic: [0.15.10] Uranium processing ratio incorrect (100% U-238)
- Replies: 12
- Views: 5840
Re: [0.15.10] Uranium processing ratio incorrect (100% U-238)
Yes, but if you are attempting to use the count of output items for anything, it won't necessarily be equal to 1/10th of the count of ore that was processed. If the probability ratio was meant to be a dice roll, then it should actually be a dice roll (and it should be since processing 10 ore ...
- Mon May 15, 2017 1:26 pm
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 14450
Re: [MOD 0.15] Fission and Fusion
No recipe can output over 100%.
If you have a 75% chance of U238 that leaves 25% chance for anything else.
Aha. I see where you're going with that now, and after looking at the uranium processing recipe again I understand your point. That recipe is written as though all result probabilities are ...
- Mon May 15, 2017 8:46 am
- Forum: Mods
- Topic: [MOD 0.15/0.16] Fission and Fusion
- Replies: 25
- Views: 14450
Re: [MOD 0.15] Fission and Fusion
Heya, Optera.
Thanks for the feedback!
Percentages of Radioisotopes are set incorrectly. You have over 100% total for both recipes producing them.
Is this a reference to the results having both a probability and an amount, or to something else? If the former it may be redundant, but it seems ...
Thanks for the feedback!
Percentages of Radioisotopes are set incorrectly. You have over 100% total for both recipes producing them.
Is this a reference to the results having both a probability and an amount, or to something else? If the former it may be redundant, but it seems ...