
Search found 1067 matches
- Thu Jul 18, 2013 9:31 pm
- Forum: Implemented mod requests
- Topic: Getting the name of a item on the ground.
- Replies: 7
- Views: 8662
Re: Getting the name of a item on the ground.
neat, should work well to help the wood harvesting bots that were in the works as well 

- Thu Jul 18, 2013 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Spotlights
- Replies: 5
- Views: 8287
Re: Spotlights
Linking to a wall of text to illustrate a single point is bad form ssilk.
OT: I think a directional beam to assist in locating a base at night from long distances, as well as being a possible long-distance signal relay (laser to photodetector or somesuch) is a good idea.
OT: I think a directional beam to assist in locating a base at night from long distances, as well as being a possible long-distance signal relay (laser to photodetector or somesuch) is a good idea.
- Mon Jul 15, 2013 12:16 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 382965
Re: [MOD 0.5.x] Treefarm v0.7.0
This has my vote, for what it's worth.Phantasm wrote:12 wood -> 8 charcoal, 8 charcoal -> 6 coal, 6 coal ->4 cokecoal. This is essentially keeping the energy equal which is still a bit unrealistic, but perhaps optimal compromise here.
- Mon Jul 15, 2013 12:12 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Industry Giant like mod
- Replies: 8
- Views: 10550
Re: [Request] Industry Giant like mod
since what I wanted was to bring up concepts and ideas and not code.
With OTTD being open source, it means that you have access to all the hard numbers and formulas that the entire economy runs on, giving you a much clearer picture to base your own numbers and formulas on.
But yes, it would be ...
With OTTD being open source, it means that you have access to all the hard numbers and formulas that the entire economy runs on, giving you a much clearer picture to base your own numbers and formulas on.
But yes, it would be ...
- Fri Jul 12, 2013 4:02 pm
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 15860
Re: [0.5.X] v0.0.5 - several add ons, mining, power, radar F
BTW, the version I grabbed last night has very OP mini solar panels. 1.5KW each!
- Thu Jul 11, 2013 6:51 pm
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 15860
Re: [0.5.X] v0.0.5 - several add ons, mining, power, radar F
Sounds like some good progress!
Glad to hear the you're testing your own work before releases.
Looking forward to more of your work.
Glad to hear the you're testing your own work before releases.
Looking forward to more of your work.
- Thu Jul 11, 2013 6:43 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 382965
Re: [MOD 0.5.x] Treefarm v0.7.0
He's not talking fuel value per item, but total value of the reactions.
Taking 10 0.5 logs and getting 10 1.5 cokecoal does seem a bit out of whack, considering each cookery only takes 60W. (turning 50 FV into 150FV for a handful of watts per step.)
He's saying that we should instead get fewer end ...
Taking 10 0.5 logs and getting 10 1.5 cokecoal does seem a bit out of whack, considering each cookery only takes 60W. (turning 50 FV into 150FV for a handful of watts per step.)
He's saying that we should instead get fewer end ...
- Sun Jul 07, 2013 7:17 pm
- Forum: Ideas and Suggestions
- Topic: Belt divider
- Replies: 7
- Views: 13876
Re: Belt divider
A pair of basic inserters can easily separate a belt's sides at the end of a belt.
For faster throughput simply use fast inserters and increase the number on the side needing faster output.
Top side ends up on bottom belt's bottom side, bottom side on top's top ...
For faster throughput simply use fast inserters and increase the number on the side needing faster output.
Top side ends up on bottom belt's bottom side, bottom side on top's top ...
- Sat Jul 06, 2013 11:41 pm
- Forum: Not a bug
- Topic: [0.5.3] strange boiler/steam engine behaviour
- Replies: 8
- Views: 8928
Re: [0.5.3] strange boiler/steam engine behaviour
But to address the OP's initial question, there's two problems at work:
1) You're not using quite enough boilers per engine, you'd need an extra boiler in the first and every other set.
2) setting up all your boilers at the beginning next to the pump is more efficient, both with belts and power poles.
1) You're not using quite enough boilers per engine, you'd need an extra boiler in the first and every other set.
2) setting up all your boilers at the beginning next to the pump is more efficient, both with belts and power poles.
- Sat Jul 06, 2013 10:49 pm
- Forum: Not a bug
- Topic: [0.5.3] strange boiler/steam engine behaviour
- Replies: 8
- Views: 8928
Re: [0.5.3] strange boiler/steam engine behaviour
There is no Dev-provided answer, therefore it's just speculation as I've done.
Decided to spend a good hour in sandbox messing with all of this and came up with some conclusions: (power draining with radars is particularly effective btw.)
Seems my answer was off, and indeed, the 1.5:1 ratio will ...
Decided to spend a good hour in sandbox messing with all of this and came up with some conclusions: (power draining with radars is particularly effective btw.)
Seems my answer was off, and indeed, the 1.5:1 ratio will ...
- Sat Jul 06, 2013 12:10 pm
- Forum: Not a bug
- Topic: [0.5.3] strange boiler/steam engine behaviour
- Replies: 8
- Views: 8928
Re: [0.5.3] strange boiler/steam engine behaviour
Water flow is initially related to power drain.
A rule of thumb that I follow is that 1 pump and 10 boilers will supply 8 engines up to near max capacity.
Past that point and the pressure/pump starts glitching.
I don't know if it's because there's not enough water or something, but engines at the ...
A rule of thumb that I follow is that 1 pump and 10 boilers will supply 8 engines up to near max capacity.
Past that point and the pressure/pump starts glitching.
I don't know if it's because there's not enough water or something, but engines at the ...
- Thu Jul 04, 2013 8:30 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Industry Giant like mod
- Replies: 8
- Views: 10550
Re: [Request] Industry Giant like mod
I would suggest if you're going to look at various economic models to use with games, that you look into using Open Transport Tycoon Deluxe as a source, firstly because it's open source; Second, because it's still maintained and worked on.
- Wed Jul 03, 2013 2:07 am
- Forum: Modding help
- Topic: Electric furnace with 2 in/output slots
- Replies: 6
- Views: 6057
Re: Electric furnace with 2 in/output slots
I'm not sure about the slot 1 into slot 1 sort of idea, but having 2 working inputs in a furnace would allow for alloys. :)
Having one furnace processing non-identical (or compatible ores if alloys are put in) seems like a bad idea since the game is about mass production and assembly, and having ...
Having one furnace processing non-identical (or compatible ores if alloys are put in) seems like a bad idea since the game is about mass production and assembly, and having ...
- Tue Jul 02, 2013 9:15 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 382965
Re: [MOD 0.5.x] Treefarm v0.6.1
So it's not possible to designate two bounding boxes for a single entity? One of them being collision the other being building-blocking?
I'm woefully unfamiliar with the backend to know if the idea is currently possible, but it seems simple enough to already exist, or have a possible hack-around.
I'm woefully unfamiliar with the backend to know if the idea is currently possible, but it seems simple enough to already exist, or have a possible hack-around.
- Mon Jul 01, 2013 7:29 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 382965
Re: [MOD 0.5.x] Treefarm v0.6.1
I'm chiming in here to say that the overlaying of multiple tree farms is not significantly less efficient, and may even be faster in overall production.
I built a cokecoal plant with the farm area being between 25 and 30 treefarms with one chest directly below the next, and they fully supplied no ...
I built a cokecoal plant with the farm area being between 25 and 30 treefarms with one chest directly below the next, and they fully supplied no ...
- Mon Jul 01, 2013 7:19 am
- Forum: Mods
- Topic: [WIP] General Starter Mod to make getting started
- Replies: 2
- Views: 6069
Re: [WIP] General Starter Mod to make getting started
RE Drill:
I think it's more useful than you might think, as there are several people that go for pure output over efficiency to the point of using Burner drills because of smaller footprint for the same output speed.
Doubling the output brings your drill to slightly slower than the same area of ...
I think it's more useful than you might think, as there are several people that go for pure output over efficiency to the point of using Burner drills because of smaller footprint for the same output speed.
Doubling the output brings your drill to slightly slower than the same area of ...
- Fri Jun 28, 2013 9:35 am
- Forum: Balancing
- Topic: Infinite Rocket Fuel
- Replies: 6
- Views: 11431
Re: Infinite Rocket Fuel
Since the fuel is not directed at the target, no.
The warhead is the damage source, and the kinetic energy of the casing is negligible in comparison.
You might have a bigger fireball, but fireballs themselves don't cause real damage.
The warhead is the damage source, and the kinetic energy of the casing is negligible in comparison.
You might have a bigger fireball, but fireballs themselves don't cause real damage.
- Fri Jun 28, 2013 8:48 am
- Forum: Balancing
- Topic: Infinite Rocket Fuel
- Replies: 6
- Views: 11431
Re: Infinite Rocket Fuel
Just to chime in from someone that's actually used missiles IRL:
I was an operator of an AA missile system, and our maximum engagement range was only about 1/3rd of the missile's maximum range.
Admittedly, the speeds I dealt with aren't approached in Factorio, but the idea that a target should be ...
I was an operator of an AA missile system, and our maximum engagement range was only about 1/3rd of the missile's maximum range.
Admittedly, the speeds I dealt with aren't approached in Factorio, but the idea that a target should be ...
- Fri Jun 28, 2013 8:32 am
- Forum: Wiki Talk
- Topic: The factorio wiki
- Replies: 7
- Views: 17606
Re: The factorio wiki
I'm happy to see someone take up the reins of the wiki, as it's needed a loving touch to craft it into a solid reference. :)
BTW, incase you haven't browsed much of the forum yet, you should know kovarex is part of the dev team behind factorio, along with slpwnd, kotasia and cube.
(kovarex is the ...
BTW, incase you haven't browsed much of the forum yet, you should know kovarex is part of the dev team behind factorio, along with slpwnd, kotasia and cube.
(kovarex is the ...
- Fri Jun 28, 2013 8:10 am
- Forum: Energy Production
- Topic: Turning steam engines automatic on, if needed
- Replies: 16
- Views: 21401
Re: Turning steam engines automatic on, if needed
Yea, sorry, I had forgotten that the Solar mod added in the Adv. Caps as well, and not just the 'realistic' solar panel process.