Search found 883 matches

by Impatient
Tue Jun 16, 2020 4:50 pm
Forum: Ideas and Requests For Mods
Topic: Thoughts on a possible "Quality Control" mod.
Replies: 15
Views: 4034

Re: Thoughts on a possible "Quality Control" mod.

Three questions come to my mind. 1. What initial percentage of faulty items do you have in mind? If the percentage is low (let's say 10%), there might be a small incentive to rework faulty items. Although over several production steps the return on final products diminishes multiplicatively ( 0.9 x ...
by Impatient
Tue Jun 16, 2020 3:16 pm
Forum: Ideas and Requests For Mods
Topic: Thoughts on a possible "Quality Control" mod.
Replies: 15
Views: 4034

Re: Thoughts on a possible "Quality Control" mod.

I try to think how this would affect gameplay and base layout. After each production line there would be the QI facility (because, there the most items of this type have to be tested) After the QIF there would be the rework-facility for that item type. The only reason to rework faulty items and not ...
by Impatient
Sun Jun 14, 2020 6:26 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 507159

Re: Simple Questions and Short Answers

I don't know. But if you use the PA MK4 mod only for yourself, then do this: Unpack the zip of the mod of the PA MK4 (you will receive a folder with the same name) and delete the zip from which you unpacked it. I don't know that mod, but most likely it has a file named "data.lua". Open it ...
by Impatient
Sat Jun 13, 2020 3:02 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 74134

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Finally, as a factorio server hoster, I need to know if there will be a input action linked to fluid clearing. I need to have a viable method of countering a player who joins with the solo intention of harming the factory, such as clearing all the oil from storage tanks or stream from backup power ...
by Impatient
Fri Jun 12, 2020 8:07 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 74134

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

My feedback on pipe flushing: to me it (note: fluid-mixing-prevention) was too much "idiot proof" (sorry, it happened to myself alot) and felt like it took something away from the player: problem solving I personally can not agree more with GrumpyJoe. And being a bit grumpy about it myself...
by Impatient
Fri Jun 12, 2020 6:58 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 74134

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

My feedback on the beacon graphics: 1. Most of the beacon being near ground level immediately and intuitively makes me think I can run over it. So imo the collision box (or what is it called in data?) should be restricted to the pole in the middle. I quite like the idea, because mostly there is very...
by Impatient
Thu Jun 11, 2020 11:28 pm
Forum: Modding help
Topic: Mod Not working since .18.28 and modder missing
Replies: 2
Views: 666

Re: Mod Not working since .18.28 and modder missing

Here is the link to the change anouncement: https://forums.factorio.com/viewtopic.php?p=495226#p495226 It also describes how situations where events can not be raised anymore, should be dealt with. ... Replacements for raise event calls that no longer work ... on_built_entity - use LuaPlayer.build_f...
by Impatient
Thu Jun 11, 2020 11:25 pm
Forum: Modding help
Topic: Mod Not working since .18.28 and modder missing
Replies: 2
Views: 666

Re: Mod Not working since .18.28 and modder missing

I think I recall, that in some recent release ( maybe .18.28 ) the ability to trigger events by scripts was removed. When the mod depends on this removed mechanic, then it has to be reprogrammed to further provide its functionality.
by Impatient
Thu Jun 11, 2020 1:08 am
Forum: Mods
Topic: [0.18]BeltLiner 1.0.1
Replies: 1
Views: 659

Re: [0.18]BeltLiner 1.0.1

Looks good!
by Impatient
Wed Jun 10, 2020 9:25 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 507159

Re: Simple Questions and Short Answers

:thumbsup:

Report the wrong rates to the person who made the factorio planner.
by Impatient
Wed Jun 10, 2020 1:50 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 507159

Re: Simple Questions and Short Answers

2 AM3s produce 0.125 FRF/s = 0.5 FRF/4s = 5 FRF/40s 1 chemplant produces 0.25 bat/s = 10 bat/40s ... and therefore should suffice. ( https://kirkmcdonald.github.io/calc.html#zip=LY1LCsMwDERv41UE6YcWAj6Mq8hBYMtGlhe9fVWS5Zt5w+zJUlzh9obXGjQZxRGwx0eoLPEZ8lRJ6KE1IbgosFEdMZcvywHaPs0ga6q05e0e+JCmFKkQmjICyc...
by Impatient
Tue Jun 09, 2020 2:57 pm
Forum: Fan Art
Topic: Factorio logo with some cool FX applied!
Replies: 2
Views: 4100

Re: Factorio logo with some cool FX applied!

I like it, because it is so space-y!
by Impatient
Mon Jun 08, 2020 10:28 pm
Forum: Duplicates
Topic: [0.18.30] Renaming a BP in a BPB in the BPL does not reposition it in alphabetical order
Replies: 1
Views: 725

[0.18.30] Renaming a BP in a BPB in the BPL does not reposition it in alphabetical order

I renamed a BP in a book in the library and noticed, that it keeps its position, although by alphabetical sort order it should be somewhere else.

Closing and reopneing the book doesn't fix it. Moving the BP to the main BPL directory and back into the book fixes it.
by Impatient
Mon Jun 08, 2020 10:14 pm
Forum: Gameplay Help
Topic: Laser turrets consuming far more power than expected
Replies: 9
Views: 2478

Re: Laser turrets consuming far more power than expected

I loaded the savegame and I can confirm that 3 laser turrets shooting make the consumption in this network hit the roof of 9.6 MW although they should only draw 6.9 MW. Apart from that, placing 20 beacons into that network (laser turrets not firing), which consume exactly 9.6 MW, makes the satisfact...
by Impatient
Mon Jun 08, 2020 5:55 pm
Forum: Gameplay Help
Topic: Laser turrets consuming far more power than expected
Replies: 9
Views: 2478

Re: Laser turrets consuming far more power than expected

DaveMcW wrote:
Mon Jun 08, 2020 5:16 pm
This is a known issue with the GUI in low power conditions that the developers currently don't care about fixing.
Do you have a link?
by Impatient
Mon Jun 08, 2020 5:10 pm
Forum: Gameplay Help
Topic: Laser turrets consuming far more power than expected
Replies: 9
Views: 2478

Re: Laser turrets consuming far more power than expected

4 Lasers: 2.28 MW x 4 = 9.12 MW
1 Radar: 300 kW
22 Inserters idle: 400 W x 22 = 8.8 kW
22 Inserters working: 13 kW x 22 = 286 kW

max consumption without accus charging: 9.12 MW + 0.3 MW + 0.286 MW = 9.706 MW

Which is more than the 9.6 MW the accus can provide.
by Impatient
Mon Jun 08, 2020 4:58 pm
Forum: Gameplay Help
Topic: Laser turrets consuming far more power than expected
Replies: 9
Views: 2478

Re: Laser turrets consuming far more power than expected

Needs more pictures and a complete list of entities in this power network for analysis. I guess the satisfaction graph shows what would be needed to power all entities plus the 9.6 MW to charge the accus. If my guess is correct, it would explain the 21.7 MW number. But if the accus can provide enoug...
by Impatient
Sun Jun 07, 2020 1:49 pm
Forum: Ideas and Suggestions
Topic: Add the ability to save the map without connecting to the server
Replies: 3
Views: 959

Re: Add the ability to save the map without connecting to the server

I guess: Because the server cannot guarantee that this map is in correct state? Correct checksum is unknowable in that moment. It could be any map, the server cannot see if the map was really part of the game. What should be done, if the game checks after 5 minutes (whole consistency checks take a ...
by Impatient
Sat Jun 06, 2020 8:52 pm
Forum: Technical Help
Topic: Server not appearing in the global list
Replies: 7
Views: 2074

Re: Server not appearing in the global list

Also: If you are experimenting with a server, figure out a way to see what the log file says in real time . On linux all the log entries are usually written to the terminal window, where you started the server from, if I recall correctly. If the log messages do not appear there you can use tail curr...
by Impatient
Sat Jun 06, 2020 8:45 pm
Forum: Technical Help
Topic: Server not appearing in the global list
Replies: 7
Views: 2074

Re: Server not appearing in the global list

Did you get your login token and did you use it in the server settings?

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