Search found 49 matches
- Fri Jan 05, 2018 12:29 am
- Forum: Energy Production
- Topic: Building a 1TW nuclear reactor
- Replies: 19
- Views: 45600
Building a 1TW nuclear reactor
I was wondering if I could build a nuclear reactor that outputs over 1TW (=1000GW) worth of power. So I built one: 1TW.png What is needed? To produce 1TW worth of power, solar panels isn't going to work. It would require ~16.7 million solar cells, which would result in ~146.500 chunks paved with sol...
- Mon Dec 25, 2017 9:59 am
- Forum: Duplicates
- Topic: [0.16.07] Belts not drawn in blueprint
- Replies: 2
- Views: 1240
[0.16.07] Belts not drawn in blueprint
When trying to place the blueprint below, the center two belt pieces are not drawn, see image. However, they are built when the blueprint is placed, and the belts on the site are curved, which shows that those pieces are there. belt-error.png 0eNqVktFugzAMRf/Fz2EiKXQlv1JVE7TWZAlMlLjVEMq/j8AeupVq9NGJ...
- Tue Dec 19, 2017 1:13 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: I made a calculator for all you OCD planners out there
- Replies: 53
- Views: 68869
Re: I made a calculator for all you OCD planners out there
In addition, there appears to be slight discrepancies in the number due to rounding (the real number for one side of the belt is 400 items/min, not 399.60). This is due to us inputting the belt speed with just two decimals places of precision. We should fix that. I believe that this discrepancy is ...
- Mon Jun 05, 2017 8:32 am
- Forum: News
- Topic: Friday Facts #193 - Party planning & plans
- Replies: 32
- Views: 19201
Re: Friday Facts #193 - Party planning & plans
If the terrain imagery is being updated, then it would be nice to have the water turn dark blue/black during the nights, as it is no longer reflecting sunlight. Now the water looks like blue irradiant goo at night.
- Sun May 21, 2017 10:06 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 150352
Re: Friday Facts #191 - Gui improvements
EDIT: Perhaps this should be taken into account: https://forums.factorio.com/viewtopic.php?f=6&t=47645 cause it is "such a thing that cries for change". :) I've once tried to merge some of the logistics feature requests into a single proposal (https://forums.factorio.com/viewtopic.php...
- Sun Apr 02, 2017 11:13 pm
- Forum: Modding help
- Topic: Is it possible to migrate fluids (json)?
- Replies: 2
- Views: 838
Re: Is it possible to migrate fluids (json)?
Ok, thanks!
- Sun Apr 02, 2017 4:36 pm
- Forum: Modding help
- Topic: Is it possible to migrate fluids (json)?
- Replies: 2
- Views: 838
Is it possible to migrate fluids (json)?
I was creating a mod that replaces a few fluids with other fluids, so I created the following migration script and saved it as ' migrations/migrate.json '. When I loaded a game, all my raw wood was replaced by advanced circuits, as expected. However all pipes that contained water still contained wat...
- Mon Feb 27, 2017 11:13 pm
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 52836
Re: Friday Facts #179 - New resource graphics & concrete
For selecting what concrete type the borders should be, I'd suggest always use non-hazard type. The difference is probably barely noticeable, but you will get consistent results, regardless of hazard concrete formation.
- Fri Feb 10, 2017 5:20 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 51977
Re: Friday Facts #177 - Difficulty settings
Considering the amount of settings that exist now, it might be useful to be able to have presets, so you can pick one that is close to what you want, and don;t have to change much. It is then also useful if you could save your settings as a new preset.
- Sun Feb 05, 2017 12:36 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 47173
Re: Friday Facts #176 - Belts optimization for 0.15
Instead of storing the distance between items, you can store for each item the time/tick when it will reach the end of the segment (if it won't block or be removed). That reminds me of what kovarex initially proposed and we had ton of arguments about it thereafter. The biggest problem - you also ha...
- Fri Feb 03, 2017 11:14 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 47173
Re: Friday Facts #176 - Belts optimization for 0.15
Instead of storing the distance between items, you can store for each item the time/tick when it will reach the end of the segment (if it won't block or be removed). Then segments only need to be updated when items are inserted/removed/side loaded. The distance to the end of the segment, also taking...
- Sun Dec 11, 2016 4:08 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 74177
Re: Friday Facts #168 - Nightvision Nightmare
My preference goes to image 2. Though it looks wrong because the RGB channels are modified directly. Instead, the nightvision areas should be lighted based on their luminosity . This should then be blended into the unlighted areas. The luminosity can be multiplied by a nightvision_color, to add a gr...
- Mon Sep 19, 2016 12:48 am
- Forum: General discussion
- Topic: [14.3] Unable to "Catch Up" with capable hardware
- Replies: 49
- Views: 27487
Re: [14.3] Unable to "Catch Up" with capable hardware
This stack overflow answer was a pretty massive eye opener to me, as far as how much effect the branch predictor can have. For me as well. Though, somehow I don't seem to encounter situations where improving branch prediction makes an important difference. However, dynamic function calls are also b...
- Sun Sep 18, 2016 10:02 pm
- Forum: Not a bug
- Topic: [0.14.7] FPS/UPS decrease, jumps increasing and huge lag
- Replies: 13
- Views: 4827
Re: [0.14.7] FPS/UPS decrease, jumps increasing and huge lag
I've been having similar problems recently. At 86°C the CPU starts throttling to prevent it from heating up even more. At 103°C the laptop would shut down, keeping only the fans running at max speed, in which case the laptop won't start again until the power-cord and batteries have been removed for ...
- Mon Sep 12, 2016 7:14 pm
- Forum: Modding help
- Topic: drawing and writing
- Replies: 11
- Views: 5410
Re: drawing and writing
This is fantastic! You've just solved a roadblock I was having in one of my mods! Credit will be given! If you have other gems like this floating around, please share! :D What mod are you working on and what problem did you have? Not, per chance, figuring out how to draw the wires/cables for the Ro...
- Mon Sep 12, 2016 2:11 pm
- Forum: Modding help
- Topic: drawing and writing
- Replies: 11
- Views: 5410
Re: drawing and writing
The labels should be fairly easy to create using entities. The arrows can be created using beam entities. Though, unfortunately, there seems to be a bug in the rendering of beams. arrows1.png The mod I used to create this image: lines_0.0.1.zip data.lua: data:extend({ { type = "beam", name...
- Mon Sep 12, 2016 11:01 am
- Forum: Modding help
- Topic: Adding wires and cables to a new entity
- Replies: 7
- Views: 2061
Re: Adding wires and cables to a new entity
You cannot mix two types of entities, but you can link them using events. Code would look something like this: script.on_event(defines.events.on_built_entity, function(event) if event.created_entity.name == "my-rail-type" then local entity = event.created_entity local control = entity.surf...
- Mon Sep 12, 2016 2:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.5] Crash with damage_interval=0 on beam
- Replies: 1
- Views: 1765
[0.14.5] Crash with damage_interval=0 on beam
Creating a beam entity with damage_interval=0 causes factorio to crash with a SIGSEGV. Steps to reproduce: 1. Install the attached 'lines' mod. This mod creates a beam entity upon 'on_player_created'. The beam has damage_interval=0. 2. Start factorio. 3. Start a new game. 4. Factorio crashes with a ...
- Sun Sep 11, 2016 7:25 pm
- Forum: Modding help
- Topic: Adding wires and cables to a new entity
- Replies: 7
- Views: 2061
Re: Adding wires and cables to a new entity
You can possibly use scripting to create an invisible entity that does accept wires (and has no collision) on top of the rails and attach the red/green wires to that entity.
- Wed Sep 07, 2016 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Toggle from crafting to one-time logistic requests
- Replies: 18
- Views: 9656
Re: Toggle from crafting to one-time logistic requests
My opinion is that you should be able to request more of an item than is currently available in the network. For example, if there are only 15 cargo wagons in your network, but you need 20, then you can request 20. The first 15 will be delivered as soon as possible, while the remaining 5 cargo wagon...