Search found 18 matches
- Sun Sep 06, 2015 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Power Conductor Limit
- Replies: 18
- Views: 14062
Re: Power Conductor Limit
Because in the current model, nothing "flows" through anything. The power poles are simply there to test for whether an entity is part or not part of an electrical network. If it is and needs or produces energy, then it is added to a table that will be processed appropriately. There is ve...
- Sun Sep 06, 2015 1:22 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 618798
Re: Yuoki Industries - Informations, Suggestions, Questions
This list is BS. Not only are values inflated, they are vanilla value biased. These values not only allow for more compression but also inflated exchanges. And what is the basis for making assumptions about "Alien Data Fragment" or "F7-Material Chunk" or "Toxic Dust"? ...
- Sun Sep 06, 2015 2:42 am
- Forum: Ideas and Suggestions
- Topic: Power Conductor Limit
- Replies: 18
- Views: 14062
Re: Power Conductor Limit
This is discussed to the following point: - yes, something like a cable resistance would be useful and a very good game-element Also wanted by the devs. - But sadly this is an extremly expensive calculation. Eats too much cpu-power. See also https://forums.factorio.com/forum/viewtopic.php?f=80&...
- Sun Sep 06, 2015 2:20 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 618798
Re: Yuoki Industries - Informations, Suggestions, Questions
At this version of the mod, the conversion table is this: Matter > 1 M-A2 Unicomp 20 coal 20 Copper Ore 100 Ancient data fragment 10 F7-Material Chunk 20 Iron Ore 30 Pressed dry mud ball 100 Slag 20 Stone 70 Toxic Dust 10 N4-Material Chunk 10 Light Oil 20 Raw Wood 10 Heavy Oil 9 Lubricant 10 Pretrol...
- Sat Sep 05, 2015 5:13 pm
- Forum: Ideas and Suggestions
- Topic: Power Conductor Limit
- Replies: 18
- Views: 14062
Power Conductor Limit
I'm not sure if someone already suggested, but it would be possible to implement a limited transfer of power to the power cables? For example, small electric pole can transfer up to 500 kW, after that limit starts to receive damage. I think if implemented this could enhance the gaming experience. Th...
- Sat Sep 05, 2015 4:59 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 618798
Re: Yuoki Industries - Informations, Suggestions, Questions
Could I suggest a rebalancing of the conversion in Cimota Restructor ?, conversion values do not coincide with reality, with the intention to make it more realistic would be nice if you could study this possibility?
- Tue Oct 01, 2013 10:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.0] Assembling machine bug
- Replies: 12
- Views: 7586
Re: [0.7.0] Assembling machine bug
I have not tried yet, but I will recreate the situation and I'll see if the bug repeats.slpwnd wrote:Are you able to reproduce this?
- Mon Sep 30, 2013 4:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.0] Aquatic aliens?
- Replies: 5
- Views: 3795
Re: [0.7.0] Aquatic aliens?
Do you by any chance have the save for this? I have spent quite some time looking for this, but couldn't find any occurence. I would just like to verify, whether there is land underneath the spawners / turrets or not. If it is, then it is not a wrong behavior, though a bit funny looking. Oops! I'm ...
- Sun Sep 29, 2013 1:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.0] Assembling machine bug
- Replies: 12
- Views: 7586
[0.7.0] Assembling machine bug
I put to manufacture ammunition and realized that the assembler did not use iron and found that when I opened the menu ...
Try to get the iron, and ... surprise! you could get everything you want and does not decrease.
Try to get the iron, and ... surprise! you could get everything you want and does not decrease.
- Sun Sep 29, 2013 1:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.7.0] Aquatic aliens?
- Replies: 5
- Views: 3795
[0.7.0] Aquatic aliens?
Is this normal?
- Sun Sep 29, 2013 1:15 pm
- Forum: Not a bug
- Topic: [0.7.0] Starting in a small island
- Replies: 2
- Views: 3617
[0.7.0] Starting in a small island
Start a small island with no possibility to move , may be a bug or just a tweak at the map generator
- Thu Sep 12, 2013 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Three in one
- Replies: 5
- Views: 8809
Re: Three in one
min/max is standard way of doing this in logistics, but I'm afraid that making the gui even more complicated is not worth it. Maybe a small adjustment in logistics, not to start the task of supply until the amount and items is below 15% or 20% of the amount initially set? You will not need any modi...
- Thu Sep 12, 2013 3:49 am
- Forum: Ideas and Suggestions
- Topic: Start and stop supply in the logistic robots
- Replies: 9
- Views: 11328
Start and stop supply in the logistic robots
Is there any plan to add in the logistics system an upper limit to stop the supply of items and a lower limit to restart the supply? Suppose that at some "requester chest" iron is needed, and that can be programmed to a minimum of 100 to start supplying and a maximum of 150 to stop the sup...
- Sat Sep 07, 2013 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Better batteries and solar panels through research?
- Replies: 10
- Views: 12234
Re: Better batteries and solar panels through research?
Several of the mods have some sort of expansion to the solar and capacitor levels, perhaps one of them would work for you in the interim? Yes, I modified the parameters of the solar panels and batteries lua files directly in the game directory, it worked for me, but would be very useful if implemen...
- Sat Sep 07, 2013 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Better batteries and solar panels through research?
- Replies: 10
- Views: 12234
Better batteries and solar panels through research?
The current capacity of solar panels (60W) and batteries (2.5kj) could be acceptable initially, I propose to implement improvements through research to increase their capacities, say: initially would be level 1 (as they are now) at level 2 would increase in 100% capacity and level 3 will increase to...
- Thu Sep 05, 2013 11:52 pm
- Forum: Ideas and Suggestions
- Topic: Stack or dock factories?
- Replies: 8
- Views: 11131
Re: Stack or dock factories?
You should have a look at the Factory thread. https://forums.factorio.com/forum/viewtopic.php?f=5&t=1016 And I mean your idea lacks an important point: fun and movement. The fun comes, when I puzzle out a layout, which works and the movement from all the inserters, belts, logistic bots. :) The ...
- Thu Sep 05, 2013 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Stack or dock factories?
- Replies: 8
- Views: 11131
Re: Stack or dock factories?
Seems like a non-feature to me, since even a single basic inserter can keep up with any factory's production with the inserter stack upgrades. Even without the upgrades, two fast inserters can still keep up with everything short of a max speed boosted wire factory. I agree with your point of view, ...
- Thu Sep 05, 2013 11:33 am
- Forum: Ideas and Suggestions
- Topic: Stack or dock factories?
- Replies: 8
- Views: 11131
Stack or dock factories?
I had the following idea to suggest (possibly someone already suggested), how about the option (through research, of course) to "dock" (horizontal) or "stack" (vertical) the factories to automate a complete production chain?