Search found 13 matches

by RedDagger
Wed May 03, 2017 1:13 am
Forum: Energy Production
Topic: Kovarex w/ feedback loop
Replies: 22
Views: 12457

Re: Kovarex w/ feedback loop

Nice. I was earlier game and trying to avoid putting 80 in each centrifuge. Neat pattern RedDagger, that'll go in my blueprint book :) [Edit] After I tone those Efficiency modules down to the tier 2 ones. 2x tier 2 = 80% consumption reduction, which is the cap. No need to overkill that unless you'r...
by RedDagger
Wed May 03, 2017 12:40 am
Forum: Energy Production
Topic: Kovarex w/ feedback loop
Replies: 22
Views: 12457

Re: Kovarex w/ feedback loop

I'm using a version with no circuitry: enrichment.jpg The inserters are as fast as the filter inserters, so it grabs all it needs to keep running from the u-235 produced. 0eNqdlt1uozAQhd/F13gF5qdJXmVVVcSZpKOCzdoGJYp49x0gTdLWoQ5XCPB8njNzBnNm26qFxqBybHNmKLWybPP3zCweVFkNz9ypAbZh6KBmEVNlPdzBsTFgLXemVLbR...
by RedDagger
Wed May 03, 2017 12:17 am
Forum: Energy Production
Topic: [0.15] 1120 MW Nuclear Design 2x4 reactor 44 tile shore
Replies: 6
Views: 13545

Re: [0.15] 1120 MW Nuclear Design 2x4 reactor 44 tile shore

I'm also fiddling with a 2x4 reactor setup. This is what I have come up so far: 2by4reactorsetup.jpg The problem is, I'm not really satisfied with it, even if I think the design has some potential. It is possible to chain it in the main axis or in the secondary axis, but I don't think it is possible...
by RedDagger
Sat Dec 17, 2016 7:56 pm
Forum: Resource Spawner Overhaul
Topic: Disabling trees from map gen
Replies: 4
Views: 3219

Re: Disabling trees from map gen

In case anybody is curious, I managed to achieve something close to what I was looking for: - in the config.lua file, I changed useStraightWorldMod = false to useStraightWorldMod = true - int the /libs/straight_world.lua file, I commented (added "--") the lines fill(surface, x0,y0,haveTree...
by RedDagger
Sat Dec 17, 2016 3:44 pm
Forum: Resource Spawner Overhaul
Topic: Disabling trees from map gen
Replies: 4
Views: 3219

Disabling trees from map gen

Hello, I want to play a game where trees and rock chunks do not spawn outside the starting area. Since I'm already using RSO, I thought I could make some slight changes to the copy I have installed to accomplish this result. If I understand it, what I need is to add a few snippets of code in /resour...
by RedDagger
Wed Oct 07, 2015 11:25 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 51924

Re: [0.12.x][v0.12.0] Bob's Config mod

Getting Nickel and Lead from the same ore field is actually less realistic than I originally thought (...) That's actually interesting to know. Since the option to enable nickel is already there, I'm inclined to simply adjust the config values and start a new game. Regarding the modules, well... si...
by RedDagger
Wed Oct 07, 2015 6:13 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 51924

Re: [0.12.x][v0.12.0] Bob's Config mod

Hello bobingabout. I recently purchased Factorio and went straight for a heavily modded experience in my first game, including all your mods. I'm having a blast with it, in no small part due to your work, thanks for putting the time and effort into making them. Now that I reached end-game content, I...
by RedDagger
Fri Sep 25, 2015 6:28 pm
Forum: General discussion
Topic: Illumibitey confirmed -day/night cycle: artificial construct
Replies: 24
Views: 19382

Re: Illumibitey confirmed -day/night cycle: artificial construct

I think this is the best theory yet! The sim shows the planet as realistically as possible for training. The best of the best would be contacted by WUBE for help once the mission went to phase two. Well, I disagree. This kind of training simulation software tend to go to extreme pains to represent ...
by RedDagger
Thu Sep 24, 2015 4:33 pm
Forum: Bob's mods
Topic: Accumulators
Replies: 7
Views: 10371

Re: Accumulators

The different types were basically designed for different purposes... the fast accumulators are designed to work where you need short high powered bursts, like laser defence, or maybe a solar powered ammo factory for gun defence at an outtpost. they're just as viable as a buffer on a steam powered ...
by RedDagger
Fri Sep 18, 2015 9:16 pm
Forum: General discussion
Topic: Illumibitey confirmed -day/night cycle: artificial construct
Replies: 24
Views: 19382

Re: Illumibitey confirmed -day/night cycle: artificial construct

Well, that may be the case with Mercury, specifically. It doesn't necessarily mean what ssilk described cannot exist. The problem I see is that day as represented in the game would only occur on a portion of the surface.
by RedDagger
Fri Sep 18, 2015 6:02 pm
Forum: General discussion
Topic: Illumibitey confirmed -day/night cycle: artificial construct
Replies: 24
Views: 19382

Re: Illumibitey confirmed -day/night cycle: artificial construct

Oh, Malcolm, we are still deliberating whether the world is really an infinite plane or just a very large sphere. Giving more thought to this, making a circumnavigation (circumtravelling maybe, given its not really on a boat) is probably overkill. We can infer the radius with a much more manageable ...
by RedDagger
Fri Sep 18, 2015 4:43 pm
Forum: General discussion
Topic: Illumibitey confirmed -day/night cycle: artificial construct
Replies: 24
Views: 19382

Re: Illumibitey confirmed -day/night cycle: artificial construct

To travel the 80,000,000 tiles by car you need about 800 hours (30-35 days). Hm. This sound a bit too much for me, but I didn't found an error in my calculation. And you need a lot of coal. :) I think even a completely filled inventory of a car and character is not enough. But what if you use a mod...
by RedDagger
Fri Sep 18, 2015 12:15 am
Forum: General discussion
Topic: Illumibitey confirmed -day/night cycle: artificial construct
Replies: 24
Views: 19382

Illumibitey confirmed -day/night cycle: artificial construct

Wake up, sheeple, the biters are onto all of us. I recently started playing Factorio and a few things quickly became apparent. Let's state some facts. 1) Assumption: the world of Factorio is an infinite plane. Confirmation: it says right at world gen screen that if you do not specify the dimensions...

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