Search found 170 matches
- Sun Apr 30, 2017 4:10 pm
- Forum: Videos
- Topic: Factorio 0.15 Speedrun: 0:03:51 (vanilla with commands)
- Replies: 2
- Views: 2624
Re: Factorio 0.15 Speedrun: 0:03:51 (vanilla with commands)
38 seconds. /c for i=0,100 do game.player.surface.create_entity{name="solar-panel",position={10,10},force=game.forces.player} end; game.player.surface.create_entity{name="substation",position={10,10},force=game.forces.player}; game.player.surface.create_entity{name="rocket-s...
- Sun Apr 30, 2017 6:29 am
- Forum: Energy Production
- Topic: Amateur Heat Pipe Testing
- Replies: 4
- Views: 3198
Re: Amateur Heat Pipe Testing
Now try to lay down the heat pipe starting at the end and placing it towards the reactor. This limits the throuput a lot. In my tests it reduces the temperature by 16.66 degrees each tile, giving a total max length of about 500/16.66 = 30 tiles to go from 1000 to 500. It looks like a bug, and is alr...
- Sun Apr 30, 2017 6:23 am
- Forum: Show your Creations
- Topic: Biggest factory, my computer can handle 2.0 [In Progress]
- Replies: 18
- Views: 9010
Re: Biggest factory, my computer can handle 2.0 [In Progress]
Nice! I've launched the rocket in my game in a little over 28 hours in game. My approach was very different, not only because I used factorissimo with it. I calculated that making an item directly with replicators costs more energy than creating the ingredients, so I had copper/iron/steel smelting a...
- Sat Apr 29, 2017 8:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 40257
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
I've been running some tests also. It seems to me pipe B is not loosing heat, it's just preventing from going much further. When you start with all pipes and reactors at 15C and place the fuel in the reactors, reactor B is warming much faster because reactor A needs to spend much more heat to get th...
- Sat Apr 29, 2017 7:08 am
- Forum: Releases
- Topic: Version 0.15.3
- Replies: 58
- Views: 38180
Re: Version 0.15.3
Did the U235/U238 refinement ratio change in this update? My factory was running from nuclear power just fine, and all of a sudden, as of today, I run out of nuclear power all the time. Were you using productivity modules for Kovarex enrichment? Nope, I'm pre-enrichment. I pretty much rushed for nu...
- Sat Apr 29, 2017 6:03 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: So Long 0.14! 2rpm, Bot-less, Single-Stage Rocket Factory
- Replies: 7
- Views: 4540
Re: So Long 0.14! 2rpm, Bot-less, Single-Stage Rocket Factory
I prefer 0.15
Somebody needs to make a converter for blueprintstrings
Somebody needs to make a converter for blueprintstrings
- Fri Apr 28, 2017 5:08 pm
- Forum: General discussion
- Topic: Does Math Ruin this Game?
- Replies: 58
- Views: 25174
Re: Does Math Ruin this Game?
6. Find mod(s) that totally change the game. Bobs+Angels, or factorissimo+energy replicators.
- Fri Apr 28, 2017 10:56 am
- Forum: Combinator Creations
- Topic: Song from Friday Facts
- Replies: 3
- Views: 2005
Re: Song from Friday Facts
So now it's time for DaveMcW to break factorio again with this music https://www.youtube.com/watch?v=Y_E7tganZS8
- Fri Apr 28, 2017 8:16 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: So Long 0.14! 2rpm, Bot-less, Single-Stage Rocket Factory
- Replies: 7
- Views: 4540
Re: So Long 0.14! 2rpm, Bot-less, Single-Stage Rocket Factory
Woooww.... so beautifull... like a chip design.
I really like this!
How much hours did it take to build all of this?
I really like this!
How much hours did it take to build all of this?
- Thu Apr 27, 2017 1:06 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 35209
Re: [MOD 0.14] Sticky notes - leave notes or signs on the map
Any plans for 0.15?
It seems if you edit info.json and change the factorio version to 0.15 and edit entities.lua to change the max_health for invis_note to 1 it works.
You can even replicate uranium ore. Possible the same name as the uranium ore from the uranium power mod.
It seems if you edit info.json and change the factorio version to 0.15 and edit entities.lua to change the max_health for invis_note to 1 it works.
You can even replicate uranium ore. Possible the same name as the uranium ore from the uranium power mod.
- Thu Apr 27, 2017 12:26 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 321
- Views: 152328
Re: [MOD 0.14.x]Helmod: Assistant to plan its base.
The Data Raw Prototypes mod (https://mods.factorio.com/mods/Earendel ... prototypes) is fixed.
It used the same strategy your mod uses.
The solution there is to just break the serialized raw.data string into chuncks with a smaller size.
It used the same strategy your mod uses.
The solution there is to just break the serialized raw.data string into chuncks with a smaller size.
- Wed Apr 26, 2017 9:56 pm
- Forum: Gameplay Help
- Topic: Need help doing some math on burning Rocket Fuel in Boilers
- Replies: 5
- Views: 4506
Re: Need help doing some math on burning Rocket Fuel in Boilers
For as far as I can see all numbers for mining stuff already existed are the same in 0.15 1. Energy required to mine Coal https://wiki.factorio.com/Mining says, (Mining power - Mining hardness) * Mining speed / Mining time = Production rate (in resource/sec) For electric mining drill mining power is...
- Wed Apr 26, 2017 11:20 am
- Forum: General discussion
- Topic: Unwanted Achievements
- Replies: 11
- Views: 5165
Re: Unwanted Achievements
The only solution at this state would be to add Clear achievements button (with a big notification), that would also clear it on steam. Are you sure it is possible to clear achivements on steam? Everytime I've googled about it I could only find something about an obscure program that could possibly...
- Wed Apr 26, 2017 11:06 am
- Forum: General discussion
- Topic: Does Math Ruin this Game?
- Replies: 58
- Views: 25174
Re: Does Math Ruin this Game?
But it can be fun to figure it out.
Advanced oil refining with productivity modules, heavy to light with efficiency modules and light to petroleum cracking with one productivity and one speed module.
Calculate the perfect ratio. Your time starts now!
Advanced oil refining with productivity modules, heavy to light with efficiency modules and light to petroleum cracking with one productivity and one speed module.
Calculate the perfect ratio. Your time starts now!
- Wed Apr 26, 2017 9:29 am
- Forum: General discussion
- Topic: Does Math Ruin this Game?
- Replies: 58
- Views: 25174
Re: Does Math Ruin this Game?
But what is the perfect ratio?
3:2 for only making electric circuits isn't enough.
2860:10427.08:18581.06:20224.29:16161.98 .... for a rocket/minute with only prod3 modules in the silo.
But that's even without making the satellite.
3:2 for only making electric circuits isn't enough.
2860:10427.08:18581.06:20224.29:16161.98 .... for a rocket/minute with only prod3 modules in the silo.
But that's even without making the satellite.
- Wed Apr 26, 2017 7:49 am
- Forum: Releases
- Topic: Version 0.15.1
- Replies: 54
- Views: 43606
Re: Version 0.15.1
Awwwww Yes, science packs have been overhauled is quite a work you guys did. But.. bugs are pointless now. They (can) cause destruction and you get nothing back from them. You spend ammo to kill and get nothing in return. You don't get alien artifacts anymore (right? tested via sandmode scenario), ...
- Mon Apr 24, 2017 4:38 pm
- Forum: Releases
- Topic: Version 0.14.23
- Replies: 5
- Views: 9199
Re: Version 0.14.23
Yeah! update! 0.15! day early!
Start factorio.... version info... 0.14....
Start factorio.... version info... 0.14....
- Mon Apr 24, 2017 12:03 pm
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 27399
Re: Getting rid of alien artifacts is a bad idea
A way to automate collecting artifacts is to install the mod that makes the 'non-nests' drop the little artifacts and the mod that can mark those artifacts to 'deconstruct' from the ground. Now place a circle with turrets around a nest so that the turrets can't shoot the nest but can shot the aliens...
- Fri Apr 21, 2017 11:13 am
- Forum: Railway Setups
- Topic: Massive factory train layout good throughput
- Replies: 3
- Views: 6919
Re: Massive factory train layout good throughput
The code for blueprints the correct way,
Code: Select all
[spoiler=blueprintstring]Place here the blueprintstring[/spoiler]
- Wed Apr 19, 2017 11:05 am
- Forum: Modding help
- Topic: Prototype properties documentation?
- Replies: 2
- Views: 1124
Re: Prototype properties documentation?
I can't find anything about it, but maybe you can experiment with the values. Maybe make 2 types, one with original settings and the other with changed settings. My guess based on the naming would be min_to_charge the parts of the max energy when the robot pauses it's action and will try to charge a...