Search found 108 matches
- Fri Jun 02, 2017 9:06 pm
- Forum: Releases
- Topic: Version 0.15.14
- Replies: 22
- Views: 19257
Re: Version 0.15.14
Optimised beacon update times which helps especially when the power is not full and it fluctuates. So is this what's causing my beacons to consume all of the power even when there are no modules in them? They always used to be stationary and not consume power when there were no modules. Now my base...
- Wed May 31, 2017 10:12 pm
- Forum: Gameplay Help
- Topic: Nuclear System Backup Power Circuitry
- Replies: 11
- Views: 5827
Re: Nuclear System Backup Power Circuitry
Yes. It is not usually necessary to do that with my build, but he has to do that because mods. Hadn't noticed you'd updated your design again. I think I'm using 2.1 but it could be any of 2.x. In fact, I think I'd just got everything full set up the way I like it when you released the first solar p...
- Mon May 29, 2017 5:11 pm
- Forum: Gameplay Help
- Topic: Nuclear System Backup Power Circuitry
- Replies: 11
- Views: 5827
Re: Nuclear System Backup Power Circuitry
If you are unable to isolate the solar generators from the factory network, you're never going to be able to create a backup power supply that only feeds the nuclear generators. But with a plant that large I suspect you have a bit of a megacomplex going. I suggest using a chemical backup plant in t...
- Mon May 29, 2017 12:40 pm
- Forum: Gameplay Help
- Topic: Nuclear System Backup Power Circuitry
- Replies: 11
- Views: 5827
Re: Nuclear System Backup Power Circuitry
Simplest solution: A small group of solar collectors to restore power (or a 1.8MW single boiler duals steam engine chemical power plant, but you'll need to keep a fuel supply stocked for longer blackouts), a small group of batteries, and a S/R latch that disconnects the nuclear powerplant from the ...
- Mon May 29, 2017 1:56 am
- Forum: Gameplay Help
- Topic: Nuclear System Backup Power Circuitry
- Replies: 11
- Views: 5827
Nuclear System Backup Power Circuitry
Hi all, I've got a large nuclear power station on one network, a small accumulator bank on one network and I've got the rest of my base, including a huge accumulator bank, on another network. I'm trying to get the power station to always store some backup power in the small accu. bank so that it can...
- Sat May 27, 2017 9:49 am
- Forum: Not a bug
- Topic: [0.15.14-15] Beacons consume power with no modules
- Replies: 6
- Views: 2940
Re: [0.15.14-15] Beacons consume power with no modules
Then perhaps changing your wording in the changelog would be suitable. It simply says "optimised beacons". Not "made beacons always run so as to use less resources".Rseding91 wrote:Beacons were changed to always run in 0.15.14.
- Sat May 27, 2017 12:12 am
- Forum: Not a bug
- Topic: [0.15.14-15] Beacons consume power with no modules
- Replies: 6
- Views: 2940
[0.15.14-15] Beacons consume power with no modules
Before 0.15.14, beacons would consume power only if they had modules installed. As of 0.15.15 (probably happened in 0.15.14 but was at work when both versions were released so just went straight to 0.15.15), my empty beacons are now consuming power. Their animation is also running all of the time, a...
- Sat May 27, 2017 12:06 am
- Forum: Releases
- Topic: Version 0.15.14
- Replies: 22
- Views: 19257
Re: Version 0.15.14
Optimised beacon update times which helps especially when the power is not full and it fluctuates. So is this what's causing my beacons to consume all of the power even when there are no modules in them? They always used to be stationary and not consume power when there were no modules. Now my base...
- Fri May 26, 2017 9:27 pm
- Forum: Releases
- Topic: Version 0.15.14
- Replies: 22
- Views: 19257
Re: Version 0.15.14
Optimised beacon update times which helps especially when the power is not full and it fluctuates. So is this what's causing my beacons to consume all of the power even when there are no modules in them? They always used to be stationary and not consume power when there were no modules. Now my base...
- Thu May 25, 2017 5:44 pm
- Forum: Technical Help
- Topic: [0.15.x] Severe lag and lag spike issues
- Replies: 31
- Views: 17470
Re: [0.15.x] Severe lag and lag spike issues
The CRC time is spent saving electric network info last-value from each electric network that exists in the game. Because you're using a mod that makes a ton of isolated electric networks that means it spends a ton of time going over all the different networks. Looking at it as well, Factorissimo a...
- Wed May 24, 2017 5:35 pm
- Forum: Technical Help
- Topic: [0.15.x] Severe lag and lag spike issues
- Replies: 31
- Views: 17470
Re: [0.15.x] Severe lag and lag spike issues
Now that's weird. I did try disabling all mods except Factorissimo and the mod that added the faster belts when I messed with your old save, and the CRC went down from 10ms to ~0.5 ms, so I thought Factorissimo couldn't be causing all those CRC checks. Interesting. The faster belts is just Bob's Lo...
- Tue May 23, 2017 8:47 pm
- Forum: Technical Help
- Topic: [0.15.x] Severe lag and lag spike issues
- Replies: 31
- Views: 17470
Re: [0.15.x] Severe lag and lag spike issues
I have info to add: My friend and I were working on the server to sort out the factory buildings and transition them to chests, however, ended up deciding that we would just build a large layout furnace setup in the open world. Since 0.15.13 just came out, I updated several mods and decided that Fac...
- Mon May 22, 2017 12:45 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 325407
Re: [MOD 0.15] SmartTrains 2.0.2
Is there a video tutorial of exactly how to use this mod that shows off all features? I've searched Youtube but can only find people display vanilla train stops with "smart" circuitry. Also, is there any real use to this mod other than dynamically refueling? I use electricly powered locos...
- Sun May 21, 2017 8:14 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 325407
Re: [MOD 0.15] SmartTrains 2.0.2
Is there a video tutorial of exactly how to use this mod that shows off all features? I've searched Youtube but can only find people display vanilla train stops with "smart" circuitry. Also, is there any real use to this mod other than dynamically refueling? I use electricly powered locos,...
- Sun May 21, 2017 3:22 pm
- Forum: Technical Help
- Topic: [0.15.x] Severe lag and lag spike issues
- Replies: 31
- Views: 17470
Re: [0.15.x] Severe lag and lag spike issues
Had any luck figuring this out?Rseding91 wrote:-snip-
- Wed May 17, 2017 10:40 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 115014
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
u sure v2 is working? added fuel, robots waited then on nothing inserts. Switch that combinator that outputs A at "1" to "on", then break it. And make sure you've got logistics bots in that network. New design looks good, Distelzombie. I'll update my setup now. EDIT: Mophydeen, ...
- Wed May 17, 2017 8:13 pm
- Forum: Gameplay Help
- Topic: [0.15.10] Steam Turbines/fluid transport issues
- Replies: 21
- Views: 11076
Re: [0.15.10] Steam Turbines/fluid transport issues
I wasnt joking when I said it is impossible. It took me nine! tries to build one that works as good as before 0.15.11 It is very complicated now. Well I'm using two of your "old" style setups for now. Two separate banks of 8 reactors. I'm not happy that I can't use reactors as I want to -...
- Wed May 17, 2017 5:56 pm
- Forum: Gameplay Help
- Topic: [0.15.10] Steam Turbines/fluid transport issues
- Replies: 21
- Views: 11076
Re: [0.15.10] Steam Turbines/fluid transport issues
Heat pipes seem to consume an awfull lot of heat to heat up. They have an awfully high capacitance. The pro side is that you can use heat pipes as heat capacitors and only occasionally turn on your reactor to get them reheated. The con side is that turning on the reactor takes a long time to heat u...
- Wed May 17, 2017 5:50 pm
- Forum: Technical Help
- Topic: [0.15.x] Severe lag and lag spike issues
- Replies: 31
- Views: 17470
Re: [0.15.x] Severe lag and lag spike issues
-snip- Additionaly there is a loader re-write in the works that is slightly better, but loaders where never designed to work with trains so lots of loaders and lots of trains is still a bad combination. Sounds useful. Is there a better loaders mod around (that I can hack green and purple versions i...
- Wed May 17, 2017 1:22 am
- Forum: Gameplay Help
- Topic: [0.15.10] Steam Turbines/fluid transport issues
- Replies: 21
- Views: 11076
Re: [0.15.10] Steam Turbines/fluid transport issues
It is impossible. Look at this! https://forums.factorio.com/viewtopic.php?f=208&t=47556&p=275659#p275562 https://forums.factorio.com/viewtopic.php?f=208&t=47556&p=275659#p275659 Damn it! I'm really NOT impressed with the vanilla implementation of nuclear. It sounded really good - an...