Search found 883 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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!
- 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
Report the wrong rates to the person who made the factorio planner.
- 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...
- 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!
- 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.
Closing and reopneing the book doesn't fix it. Moving the BP to the main BPL directory and back into the book fixes it.
- 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...
- Mon Jun 08, 2020 5:55 pm
- Forum: Gameplay Help
- Topic: Laser turrets consuming far more power than expected
- Replies: 9
- Views: 2478
- 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.
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.
- 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...
- 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 ...
- 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...
- 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?