Search found 16 matches
- Fri Nov 08, 2024 1:05 pm
- Forum: Not a bug
- Topic: [2.0.15] Unexpected Inserter/Belt interaction.
- Replies: 3
- Views: 434
Re: [2.0.14 and 2.0.15 and 1.0.11] Unexpected Inserter/Belt interaction.
It does affect the way lanes need to be combined upon rotation. If the belt orientation is south to north the player-left belt is fed onto the player-right belt. If the belt-orientation is north to south the player right belt needs merged onto the player left belt. So if the production is rotated ...
- Fri Nov 08, 2024 11:32 am
- Forum: Not a bug
- Topic: [2.0.15] Unexpected Inserter/Belt interaction.
- Replies: 3
- Views: 434
[2.0.15] Unexpected Inserter/Belt interaction.
Factorio mathematics seem to be broken and it is hurting my soul. It is also hurting my brain figuring out how to describe it.
From what I understand, the inserters have the following rules prioritize picking up from the near side of the feeding belt; only dropping on the far side of a receiving ...
From what I understand, the inserters have the following rules prioritize picking up from the near side of the feeding belt; only dropping on the far side of a receiving ...
- Thu Oct 31, 2024 11:12 pm
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 128
- Views: 180035
Re: Re-Enable Achievements...
Would you be so kind as to upload a compiled version too?
- Wed Oct 30, 2024 5:50 am
- Forum: 1 / 0 magic
- Topic: Game closure associated with system freeze
- Replies: 4
- Views: 469
Re: Game closure associated with system freeze
Well I set the debugger and verifier up. Thanks for the idea.
- Tue Oct 29, 2024 9:29 pm
- Forum: 1 / 0 magic
- Topic: Game closure associated with system freeze
- Replies: 4
- Views: 469
Re: Game closure associated with system freeze
This is still happening as of 2.0.0.12.
No malware. Hardware is stable when I test it but I will test again.
I very much understand this may not be your fault/responsibility. I just think it is good to give you a heads up; because it only happens in the context of your software.
No malware. Hardware is stable when I test it but I will test again.
I very much understand this may not be your fault/responsibility. I just think it is good to give you a heads up; because it only happens in the context of your software.
- Sun Oct 27, 2024 1:53 am
- Forum: Technical Help
- Topic: Minor hotkey/utility conflict. Red Cables
- Replies: 0
- Views: 155
Minor hotkey/utility conflict. Red Cables
Alt R hotkey triggers the nVidia overlay with GPU temp and FPS etc. Does not get picked up by game too.
Might need added to FAQ or something.
Might need added to FAQ or something.
- Sat Oct 26, 2024 10:39 pm
- Forum: 1 / 0 magic
- Topic: Game closure associated with system freeze
- Replies: 4
- Views: 469
Game closure associated with system freeze
Since the space age update, every time I have closed factorio my computer has frozen within 30 minutes. The freeze is quite odd. I often maintain a little ability to interact with things that reduces quickly. But most windows won't update: including task manager and the clock on the task bar. I have ...
- Sat Aug 07, 2021 2:21 am
- Forum: Ideas and Suggestions
- Topic: GUI Total Pollution
- Replies: 2
- Views: 995
Re: GUI Total Pollution
I would love this so much I am bumping it again. There is a UI for total electricity on a network; but I have to manually add the pollution from sources to figure out the total generation rate.
- Sun Aug 23, 2020 12:37 am
- Forum: Ideas and Suggestions
- Topic: GUI Total Pollution
- Replies: 2
- Views: 995
GUI Total Pollution
I like that Pollution now has a production view; it would be very helpful to not have to manually add up the categories for destruction and consumption. I imagine that implementing a "total" counter for both production and consumption would be pretty easy for you.
- Sun Jul 30, 2017 7:54 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 367407
Re: MOD [ 0.15.x] Bio-Industries 1.7.5
Less. IT takes 80 MJ worth of coal for cracking. You get 2.5 Solid Fuel out. If you add in the cost to run the machines to do this and the creation of 50 units of steam; you really only get 2 Solid fuel approx. This is 50 MJ; 62.5% efficiency.
- Sat Jul 29, 2017 7:05 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 367407
Re: MOD [ 0.15.x] Bio-Industries 1.7.5
@ d3x0r
Most greenhouse growth like this would be hydroponic and not need dirt.
@TheSAGuy
I attached an image to this post. Its of a small loop I have producing wood. I think those components, when put together, produce about 1.5 to 2 MW worth of wood. This bumps to 2.5-3 MW with the charcoal ...
Most greenhouse growth like this would be hydroponic and not need dirt.
@TheSAGuy
I attached an image to this post. Its of a small loop I have producing wood. I think those components, when put together, produce about 1.5 to 2 MW worth of wood. This bumps to 2.5-3 MW with the charcoal ...
- Sun Jul 23, 2017 7:07 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 367407
Re: MOD [ 0.15.x] Bio-Industries 1.7.5
I do tend to agree that the solar farm is a little overpowered. 1 MW is more reasonable. Same for the musk floor, though I am not sure where I would balance it right now. The accumulator is fine. I understand the concern at the seemingly massive performance boost; but it takes a lot of work to get ...
- Sat Jul 22, 2017 1:52 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 367407
Re: MOD [ 0.15.x] Bio-Industries 1.7.4
Another round of feedback:
Cokery Stuff
1. Wood needs to have a one to two ratio with wood pulp; otherwise you are getting free energy. Wood pulp + light oil + steam would be one realistic bioplastic recipe. Cellulose IRL is woodpulp + steam + sulfuric acid.
2. Charcoal and Coke are chemically ...
Cokery Stuff
1. Wood needs to have a one to two ratio with wood pulp; otherwise you are getting free energy. Wood pulp + light oil + steam would be one realistic bioplastic recipe. Cellulose IRL is woodpulp + steam + sulfuric acid.
2. Charcoal and Coke are chemically ...
- Sun Jul 02, 2017 4:52 am
- Forum: Not a bug
- Topic: [.15.x] Inserter Intelligence Malfunction
- Replies: 1
- Views: 946
[.15.x] Inserter Intelligence Malfunction
I have noticed that you have programmed inserters to not pick up unusable items for the targets. e.g. Copper plates will be ignored when feeding into a gear assembler. But some things don't have an assignable recipe. Smelters for example assign what they are making once they start making it. This ...
- Fri Jun 30, 2017 1:22 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 367407
Re: MOD [ 0.15.x] Bio-Industries 1.7.0
I started by calculating out the costs to run through recipes and process the fuel. I didn't finish because I hit problems
Fuel Net Energy (boilers operate at 50% efficiency)
40x Raw Wood ~50 MJ up to 75 MJ if converted to coke
75x Raw Wood -Net loss relative to 40x raw wood. It takes 5 wood and ...
Fuel Net Energy (boilers operate at 50% efficiency)
40x Raw Wood ~50 MJ up to 75 MJ if converted to coke
75x Raw Wood -Net loss relative to 40x raw wood. It takes 5 wood and ...
- Thu Jun 29, 2017 5:31 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 367407
Re: MOD [ 0.15.x] Bio-Industries 1.7.0
As a bioengineer I am a big fan of the mod concept, but I am finding it impossible to justify using biofuels over solar. Particularly with the power of the solar collectors you added. I can't see a design to gain non-trivial net energy. For the most part I have just been using this mod for planting ...