Search found 16 matches

by Veni
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 ...
by Veni
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 ...
by Veni
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?
by Veni
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.
by Veni
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.
by Veni
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.
by Veni
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 ...
by Veni
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.
by Veni
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.
by Veni
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.
by Veni
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 ...
by Veni
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 ...
by Veni
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 ...
by Veni
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 ...
by Veni
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 ...
by Veni
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 ...

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