Search found 23 matches

by RedScourge
Mon Nov 23, 2020 8:01 am
Forum: Energy Production
Topic: Compact Nuclear designs /w tank storage + simple auto start/stop: 2x2, and 2x5 in a city block
Replies: 5
Views: 2910

Compact Nuclear designs /w tank storage + simple auto start/stop: 2x2, and 2x5 in a city block

If you require a 2x5 design that can be belt-fed from one of two different ends and can also be logistics chest fed, you might prefer this design of mine instead, which is based on an old 2x6 design by Nefrums and is slightly less efficient: 0eNrlfUtvo0my3V8RCjBs45ZmvnxnNrzxxstZ+C59Bw2WxKqmWyXpUlJPj...
by RedScourge
Mon Nov 23, 2020 6:25 am
Forum: Energy Production
Topic: Compact Nuclear designs /w tank storage + simple auto start/stop: 2x2, and 2x5 in a city block
Replies: 5
Views: 2910

Compact Nuclear designs /w tank storage + simple auto start/stop: 2x2, and 2x5 in a city block

EDIT: massively revamped and simplified so that "it just works". The 2x2 is based on an old design I got off the forums years ago that I can no longer find, and the 2x5 is of my own design, but then stuck inside one of Nilaus' city blocks, with a dead simple auto start/stop feature added w...
by RedScourge
Sun Nov 08, 2020 11:34 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: The new blueprint for the Factorio 1.0.
Replies: 13
Views: 21455

Re: The new blueprint for the Factorio 1.0.

Thanks, looks good! I'm sure I will be trying out at least a few in my games.
by RedScourge
Sun Nov 08, 2020 11:24 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 68 Science Per Minute Raw Ore Bus
Replies: 12
Views: 13212

Re: 68 Science Per Minute Raw Ore Bus

Incredible! Saved me tons of work. I tried it out for a few hours, and discovered a few bugs and fixed them. Pastebin link below. Changes summary: - Fixed belt type mismatch between the main bus blueprint and the Utility Science blueprint - Replaced the burner inserters with yellow inserters in all ...
by RedScourge
Sat May 27, 2017 10:36 pm
Forum: Pending
Topic: [0.15.16] Sudden crash in distant combat
Replies: 2
Views: 1148

Re: [0.15.16] Sudden crash in distant combat

I am unable to reproduce it so far, so it probably makes sense to close this.
by RedScourge
Sat May 27, 2017 9:53 pm
Forum: Pending
Topic: [0.15.16] Sudden crash in distant combat
Replies: 2
Views: 1148

[0.15.16] Sudden crash in distant combat

Hi, I just had an interesting crash, not sure why. I was starting combat near the edge of the explored map when it suddenly crashed. My system had been crashing with BSODs a lot lately, so it is possibly system-specific, but I had resolved all the issues causing those crashes, and had been playing f...
by RedScourge
Sun Apr 10, 2016 12:31 am
Forum: Releases
Topic: Version 0.12.30
Replies: 25
Views: 35918

Re: Version 0.12.30

Not trying to be annoying, but It says "bufixes" instead of "bugfixes" again.
by RedScourge
Mon Mar 14, 2016 8:56 pm
Forum: Ideas and Suggestions
Topic: New Game - Fast-paced or Slow-paced options
Replies: 0
Views: 692

New Game - Fast-paced or Slow-paced options

Hi, My suggestion is to add a few options to choose when creating a new game which rather than making the game easier or harder, instead make the game faster or slower paced. Examples: - An option to make research progress faster - An option to make research take fewer science packs - An option to p...
by RedScourge
Tue Mar 08, 2016 5:28 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 203424

Re: Friday Facts #128 - Back down to earth

Sounds like a great idea. The last thing I want to deal with when I am trying to defend my base in early to mid game is what will happen to my production if I did not load balance properly, or if an ore field runs out when I am not expecting it. Then I have to try and figure out a quick fix for the ...
by RedScourge
Sun Jan 17, 2016 6:02 am
Forum: Won't fix.
Topic: in-game update experimental 12.17-12.18 failed
Replies: 4
Views: 14742

Re: in-game update 12.17-12.18 failed

Tried to update from 12.7 to current, and this happened twice.
by RedScourge
Sun Jan 17, 2016 6:00 am
Forum: Won't fix.
Topic: in-game update experimental 12.17-12.18 failed
Replies: 4
Views: 14742

in-game update experimental 12.17-12.18 failed

Update failed:
Error opening update package:
(snip) /__PATH__read-data__/../doc-html/Builtin-Types.html not found
by RedScourge
Sun Oct 04, 2015 8:20 am
Forum: Wiki Talk
Topic: If you want to work on the wiki you need an account
Replies: 42
Views: 38674

Re: If you want to work on the wiki you need an account

Hi, I too wanted to edit the Wiki after seeing that there is no mention of the fact that the optimal ratio of hot water tanks to steam engines to power a night time steam backup power source is precisely 3 tanks per 10 steam engines, but I received the following error from the Wiki software: Databas...
by RedScourge
Sat Oct 03, 2015 10:01 pm
Forum: Minor issues
Topic: Starting on a small isle?? Read this before you post!
Replies: 33
Views: 37662

Re: Starting on a small isle?? Read this before you post!

Obviously a boat needs to be added to the game. The question then becomes whether or not to give the player a boat at the start. I think that is a bit of a lazy solution. Therefore, before placing the player on the map, the biter pathfinding AI should be used to see if there is a path between the pl...
by RedScourge
Sat Oct 03, 2015 8:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.10] Sandbox Mode - StoryUpdate
Replies: 3
Views: 4773

Re: [0.12.10] Sandbox Mode - StoryUpdate

For those who don't know, you can fix this by modifying the control.lua file in your install directory under Factorio\data\base\scenarios\sandbox\control.lua and it will be fixed for all new games you make. Just search for "udpate" and change to "update" and save. Recommend you d...
by RedScourge
Mon Sep 28, 2015 5:41 am
Forum: Ideas and Suggestions
Topic: Oil Expansion
Replies: 18
Views: 13694

Re: Oil Expansion

Excellent work Klonan! I was always thinking that some other power source was missing, and it took me a while to put my finger on it, but this totally takes care of it! Now all we need is a more visible way to tell when we are beginning to run low on crude oil, so that if someone decides to forgo st...
by RedScourge
Sat Sep 26, 2015 7:53 pm
Forum: Ideas and Suggestions
Topic: Oil Expansion
Replies: 18
Views: 13694

Re: Oil Expansion

That's pretty cool! Is it actually realistic that generators are less energy efficient than steam plants though? What I envision is some sort of structure which has a higher power density than burners and steam engines, and hopefully produces less pollution, but only works with the oils or something.

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