I've been messing with the mod for the last few days, and I have some questions on ratios and related products and byproducts. Ideally, I would like a nice processing loop that doesn't leave me with a bunch of extra byproducts that I can't do anything with.
For instance, I found processing nickel ...
Search found 16 matches
- Wed Nov 04, 2015 3:55 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 431360
- Wed Aug 05, 2015 2:15 am
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 51933
Re: [0.12] Transformator
I have encountered a "bug" of sorts trying to use this to isolate the power for my reactor pumps. I tried placing it and linking to a substation, but I couldn't get it to work. However, if I used a regular pole to connect to the left side, it worked just fine. What I discovered is that if the right ...
- Mon Aug 03, 2015 2:25 am
- Forum: Implemented Suggestions
- Topic: Time for NEI? / Inventory Search Bar
- Replies: 19
- Views: 31313
Re: Time for NEI?
One of the things I've run in to related to this and mods, is that sometimes, you aren't exactly sure what exactly is shown in the tooltip. When learning a new mod, it's sometimes hard to tell exactly what machine is required to make the item, and what the product inputs and outputs exactly are. The ...
- Mon Aug 03, 2015 12:58 am
- Forum: Balancing
- Topic: Cost of electric pole, express undeground belt.
- Replies: 8
- Views: 22125
Re: Cost of electric pole, express undeground belt.
Small electric pole cost of 2 wood and 2 copper CABLE .
Medium electric pole cost of 2 steel and 2 copper PLATE .
Big electric pole cost of 5 steel and 5 copper PLATE .
I think it is mistake when medium and big electric pole instead of cable require plate .
I agree on the power poles. They ...
Medium electric pole cost of 2 steel and 2 copper PLATE .
Big electric pole cost of 5 steel and 5 copper PLATE .
I think it is mistake when medium and big electric pole instead of cable require plate .
I agree on the power poles. They ...
- Mon Aug 03, 2015 12:47 am
- Forum: Balancing
- Topic: [0.12.1] Basic Modular Armor should not use Processing units
- Replies: 8
- Views: 17076
Re: [0.12.1] Basic Modular Armor should not use Processing units
Sounds about right. The only time I have made it outside my first playthrough was when playing with the .11.x version of Dytech and being way behind on the biter evolution scale. I needed the shield units to be able to even have a chance at surviving. But since the evolution factor has been scaled ...
- Sat Aug 01, 2015 7:08 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 215828
Re: Bob mods for 0.12
Thanks. I have mining loaded now. Somehow I had missed it when downloading all the mods.
I notice this takes a lot of wood to create circuits. Which mod works best in conjunction--treefarm lite, tree farm-ac or greenhouse?
Any other recommended mods that work well with Bob's?
I notice this takes a lot of wood to create circuits. Which mod works best in conjunction--treefarm lite, tree farm-ac or greenhouse?
Any other recommended mods that work well with Bob's?
- Fri Jul 31, 2015 12:48 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 215828
Re: Bob mods for 0.12
I'm sorry if this was posted already... I went back through about 1/2 the pages and didn't see this anywhere. (I'm just starting with Bob's Mods.) I found that mining galena by hand yields lead ore with a very good chance of nickel. Mining with the electric miner yields only lead. Is there something ...
- Tue Jul 28, 2015 10:53 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 246992
Re: Support - Uranium Power
This may have been present before, but I just noticed it now... When processing uranium using a full enrichment chain up to the 4.7% pellets (using the diagonal chemical factory layout with loopback), the .07 percent hexoflouride liquid gets over created and stops the enrichment processing. I ended ...
- Mon Jul 27, 2015 7:55 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 370330
Re: [MOD 0.12.x] Treefarm REDUX
Question: is the mod now compabile with Bob- and Dytech-warfare or not?
If you use the "patch" created by Dreamsmith a couple posts up, yes, it is. There is no glue turret though. It has been disabled. The rest of the mod works fine. To get the glue turret, you will have to wait for drs9999 to ...
If you use the "patch" created by Dreamsmith a couple posts up, yes, it is. There is no glue turret though. It has been disabled. The rest of the mod works fine. To get the glue turret, you will have to wait for drs9999 to ...
- Wed Jul 15, 2015 4:18 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 246992
Re: Support - Uranium Power
Before you get to far along in detecting the dytech changes, you may want to look at what he has done with the new version on github that he will be released after factorio .12 is released. It appears to be an almost complete rewrite and code cleanup. Based on the effectivity changes listed for the ...
- Wed Jul 15, 2015 4:46 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 246992
Re: Support - Uranium Power
Now regarding DyTech clean-water, I have to say that's pretty underhanded with the override. So it is faking a name of "water" when it is actually "clean-water," but otherwise its heat_capacity is 1.5 KJ/Degree? :o I have to say my fly-swatting stick seems pretty bothered. Maybe I should write a ...
- Tue Jul 14, 2015 11:53 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 246992
Re: Support - Uranium Power
I am on version 0.5.4 of Uranium Power.
I've checked the lua files for the current Dytech steam engines, and here are the fluid uses for the Mk I and Mk II
Mk I
effectivity = 1.1
fluid_usage_per_tick = 0.08
Mk II
effectivity = 1.0
fluid_usage_per_tick = 0.16
The effectivity for the steam ...
I've checked the lua files for the current Dytech steam engines, and here are the fluid uses for the Mk I and Mk II
Mk I
effectivity = 1.1
fluid_usage_per_tick = 0.08
Mk II
effectivity = 1.0
fluid_usage_per_tick = 0.16
The effectivity for the steam ...
- Tue Jul 14, 2015 4:29 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 246992
Re: Support - Uranium Power
Hello,
The 5x5 reactor produces 144 MW of heat. You can not produce 144 MW of electricity from that amount of heat . The most you can produce from the 144 MW of heat is about 55 MW of electricity. This is how it is in a real reactor. Now notwithstanding the real reactor, Factorio pipes has a ...
The 5x5 reactor produces 144 MW of heat. You can not produce 144 MW of electricity from that amount of heat . The most you can produce from the 144 MW of heat is about 55 MW of electricity. This is how it is in a real reactor. Now notwithstanding the real reactor, Factorio pipes has a ...
- Mon Jul 13, 2015 6:16 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 246992
Re: Support - Uranium Power
I am finally at the point that I am playing with the pressurised water and closed loop system. Since I am playing with dytech, I am using the wall heat exchanger. With one loop and a fast pump, I am generating about 22MW of power. I can't get any more water through the vanilla pipe to the steam ...
- Mon Jun 22, 2015 2:09 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 246992
Re: Support - Uranium Power
The mod is a lot easier to use than I thought... At least for the basic stuff. I mined a few stacks of ore and set up the full processing chain. I ended up with 1 of the highest level fuel assembly, and about half a chest full of depleted uranium.
I was able to pipe clean water from dytech directly ...
I was able to pipe clean water from dytech directly ...
- Fri Jun 19, 2015 4:11 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 246992
Re: Support - Uranium Power
I'm trying to learn the mod, as it seems a neat way to power my base instead of solar or boilers. I have a few really basic questions that I hope can be answered.
Is there an updated save game with a sample power plant? I tried loading Uranium_Mod-Example-8.zip, but I get a null exception, and the ...
Is there an updated save game with a sample power plant? I tried loading Uranium_Mod-Example-8.zip, but I get a null exception, and the ...