Search found 170 matches

by pieppiep
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...
by pieppiep
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...
by pieppiep
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...
by pieppiep
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...
by pieppiep
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...
by pieppiep
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 ;)
by pieppiep
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.
by pieppiep
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
by pieppiep
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?
by pieppiep
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.
by pieppiep
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.
by pieppiep
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...
by pieppiep
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...
by pieppiep
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!
by pieppiep
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.
by pieppiep
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), ...
by pieppiep
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.... :D
by pieppiep
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...
by pieppiep
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]
by pieppiep
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...

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