Search found 1067 matches

by n9103
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 :)
by n9103
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.
by n9103
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

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.
This has my vote, for what it's worth.
by n9103
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 ...
by n9103
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!
by n9103
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.
by n9103
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 ...
by n9103
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 ...
by n9103
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.
by n9103
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 ...
by n9103
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 ...
by n9103
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.
by n9103
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 ...
by n9103
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.
by n9103
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 ...
by n9103
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 ...
by n9103
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.
by n9103
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 ...
by n9103
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 ...
by n9103
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.

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