Search found 14 matches

by Engineer1701D
Mon May 13, 2019 9:37 pm
Forum: Technical Help
Topic: Alter Mapgen Settings After Playing Map
Replies: 4
Views: 1439

Re: Alter Mapgen Settings After Playing Map

Ah hah. That sounds plausible. Just setting Uranium Size to 1 wasn't taking when I tried it. I decided to use the mod suggested in the first response. It occurred to me since I had already disabled achs using commands that using a mod doesn't make it any worse, so I just installed that mod and chang...
by Engineer1701D
Mon May 13, 2019 4:20 pm
Forum: Technical Help
Topic: Alter Mapgen Settings After Playing Map
Replies: 4
Views: 1439

Re: Alter Mapgen Settings After Playing Map

You may be right. I was hoping not to install any mods, but no different than using a console command (for achs I mean).
by Engineer1701D
Mon May 13, 2019 3:48 pm
Forum: Technical Help
Topic: Alter Mapgen Settings After Playing Map
Replies: 4
Views: 1439

Alter Mapgen Settings After Playing Map

After almost 200 hours of building and exploring a death world and not finding Uranium I decided to check the settings from the map string. Somehow I disabled Uranium all together (0 is what /c game.player..print(game.player.surface.map_gen_settings["autoplace_controls"]["uranium-ore&...
by Engineer1701D
Thu Mar 07, 2019 6:37 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388037

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

I have been able to set the fluid thus far, but cannot set anything for the configurable power entities. This seems like some GUI issue no?
by Engineer1701D
Wed Mar 06, 2019 6:23 pm
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4157

Re: Advanced Nuclear fuel reprocessing

@leadraven
Currently, the Nuclear Fuel Cycle mod does most of the things I've mentioned in my 3rd proposal. Unfortunately, it keeps the Kovarex Enrichment Process. This sort of blurs things imho. It also keeps Nuclear Fuel crafting in the Centrifuge.
by Engineer1701D
Wed Mar 06, 2019 4:44 pm
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4157

Re: Nuclear Energy Refinement

@Koub By all means. Whatever gets this thing looked at works for me. @BlueTemplar Cherenkov radiation has always looked cool to me, but I'm not so visually motivated that I require the colors to be realistic. I mean most of these materials look like lead and are not orange, yellow, green, blue, etc....
by Engineer1701D
Wed Mar 06, 2019 2:17 pm
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4157

Re: Nuclear Energy Refinement

Yeah productivity modules with Kovarex would be tough to manage to say the least. "How productivity module can optimize that?" How can they create anything from nothing? They just do. We either accept it as a processing refinement or magic :P My first two proposals are the real reason I bo...
by Engineer1701D
Wed Mar 06, 2019 10:24 am
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4157

Re: Nuclear Energy Refinement

@leadraven To be clear: In #1 when I mention Nuclear Fuel I am specifically talking about the burner fuel item Nuclear Fuel not the reactor fuel item Uranium Fuel Cell. So no iron. Also the Uranium Fuel Cell is not made in the Centrifuge as it shouldn't be. (I'm sure you know all of this just making...
by Engineer1701D
Wed Mar 06, 2019 9:52 am
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4157

Re: Nuclear Energy Refinement

@leadraven
Yeah not much new with proposal 3. But what about 1 and 2? Surely others have wondered the same?
by Engineer1701D
Wed Mar 06, 2019 9:16 am
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4157

Nuclear Energy Refinement

While exploring various Plutonium/nuclear fuel cycle mods it occurs to me that some vanilla recipes are sort of "wrong." I propose: 1. Nuclear Fuel be manufactured by Assembling Machines not by Centrifuges. Nuclear Fuel creation is an assembly process not a material separation process. 2. ...
by Engineer1701D
Tue Mar 05, 2019 4:17 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388037

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

I cannot set the values for power consumers/producers. I assume this is related to the GUI changes in 0.17?
by Engineer1701D
Wed Feb 13, 2019 4:12 pm
Forum: Gameplay Help
Topic: Unusual circuit behavior for Kovarex Design
Replies: 5
Views: 1786

Re: Unusual circuit behavior for Kovarex Design

@DaveMcW Confirmed. It is at 80+ U-235 that allows the process to begin before all of the U-238 is cycled back around. By accident, I created a model like in the BP, but forgot to paste the settings to the lower Centrifuges' U-238 inserters. Most of them suffered from the latent U-238 in the loop an...
by Engineer1701D
Wed Feb 13, 2019 11:40 am
Forum: Gameplay Help
Topic: Unusual circuit behavior for Kovarex Design
Replies: 5
Views: 1786

Re: Unusual circuit behavior for Kovarex Design

@GrumpyJoe Yes 80 so the processing can continue uninterrupted. I agree completely that for almost all average bases/reactors/trains having this down time minimized and even having more than one Kovarex Centrifuge is completely unnecessary. From my experience, only pumping out nuclear missiles has r...
by Engineer1701D
Tue Feb 12, 2019 11:35 pm
Forum: Gameplay Help
Topic: Unusual circuit behavior for Kovarex Design
Replies: 5
Views: 1786

Unusual circuit behavior for Kovarex Design

While developing uranium processing setups I've stumbled across a curiosity as best or a bug at worst. I want to post it here for others to review instead of jumping to the bug conclusion. While trying many different Kovarex techniques/designs that pulse an inserter once every processing cycle I wou...

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