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by DaveMcW
Sun May 31, 2015 12:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.22] Consuming energy from two networks
Replies: 13
Views: 4080

Re: [0.11.22] Consuming energy from two networks

Here is a standard radar outpost, with enough power and accumulators to run 24/7.
radar1.jpg
radar1.jpg (269.04 KiB) Viewed 3171 times
Here is the "free energy" version, also with enough power and accumulators to run 24/7. Note that the northern electric pole must be placed and disconnected last.
radar2.jpg
radar2.jpg (275.44 KiB) Viewed 3171 times
by DaveMcW
Sun May 31, 2015 10:16 am
Forum: Gameplay Help
Topic: Splitting oil production.
Replies: 9
Views: 6665

Re: Splitting oil production.

Chewbit wrote:i`m using the same set-ups without any reason or need for trains (belts/pipes are too convenient)
Sorry, I misunderstood. You're trying to make things harder for yourself, I can't help with that. ;)
by DaveMcW
Sun May 31, 2015 7:38 am
Forum: Gameplay Help
Topic: Splitting oil production.
Replies: 9
Views: 6665

Re: Splitting oil production.

in a normal set-up production stops if something is not producing. Would their be anyway around this 1. Research Fluid Handling and build tanks to store extra oil products, so production never stops. 2. Research Advanced Oil Processing and turn extra oil products into petroleum gas, so production n...
by DaveMcW
Sat May 30, 2015 2:19 pm
Forum: General discussion
Topic: Community Made modding API
Replies: 23
Views: 12078

Re: Community Made modding API

zerotheliger wrote:C++ isn't really hard if you already know java they are both object oriented its a easy transition.
C++ is not object oriented after you compile it. :lol:
by DaveMcW
Sat May 30, 2015 10:35 am
Forum: General discussion
Topic: Community Made modding API
Replies: 23
Views: 12078

Re: Community Made modding API

I'm not going to comment on legal stuff like whether it is allowed...

But hacking the game's API is much harder for a game written in C++ than one written in Java.
by DaveMcW
Fri May 29, 2015 6:56 am
Forum: Resolved Problems and Bugs
Topic: [0.11.22] Consuming energy from two networks
Replies: 13
Views: 4080

Re: [0.11.22] Consuming energy from two networks

Here is a save with 11 solar panels on 11 networks fully powering 4 radars.
11Networks.zip
(2.11 MiB) Downloaded 60 times
The best network is producing 205kW from 1 solar panel!
by DaveMcW
Fri May 29, 2015 1:00 am
Forum: Gameplay Help
Topic: Help with Logistics Chests
Replies: 2
Views: 2232

Re: Help with Logistics Chests

Zerro wrote:Both chests are placed within the green or orange Roboport hues.
Green is only for new construction, all logistics must be in orange.
by DaveMcW
Thu May 28, 2015 11:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.22] Consuming energy from two networks
Replies: 13
Views: 4080

Re: [0.11.22] Consuming energy from two networks

Also, if you hover over the radar, /c game.player.print(game.player.selected.energy) 2230.769 If you connect the substations, /c game.player.print(game.player.selected.energy) 2000 It gets even better with 3 networks and 3 solar panels. connected substations: 3000 disconnected substations: 3949.777
by DaveMcW
Thu May 28, 2015 11:00 pm
Forum: Modding help
Topic: Order Property?
Replies: 4
Views: 2065

Re: Order Property?

medium electric pole order = "a-b"
big electric pole order = "a-c"

So "a-b-a" or "a-b-z" will fit between the two.

The brackets are optional and ignored by the game.
by DaveMcW
Thu May 28, 2015 10:19 pm
Forum: Implemented mod requests
Topic: Delete assembling machine recipe
Replies: 1
Views: 3117

Delete assembling machine recipe

I tried to delete an assembling machine recipe with the existing API, but it does not seem possible.

entity.recipe = nil
Cannot execute command. bad argument #-1 to '__newindex' (string expected, got nil)

entity.recipe = ""
Cannot execute command. Unknown recipe:
by DaveMcW
Thu May 28, 2015 7:55 am
Forum: Modding discussion
Topic: Large guide to modding Factorio
Replies: 21
Views: 48877

Re: Large guide to modding Factorio

Re: Chapter 4: Entities

After you pick a prototype, you should look for a similar prototype in Factorio/data/base/prototypes/entity. Then use that as a reference for the fields you need to add.
by DaveMcW
Wed May 27, 2015 7:40 pm
Forum: Gameplay Help
Topic: Stone Furnace to Electric Drill Ratio
Replies: 7
Views: 35653

Re: Stone Furnace to Electric Drill Ratio

Some quick scripting confirms it is 115 ticks. ore mined at tick 188 ore mined at tick 303 ore mined at tick 418 ore mined at tick 533 ore mined at tick 648 ore mined at tick 763 ore mined at tick 878 ore mined at tick 993 game.onevent(defines.events.ontick, function(event) local chest = game.finden...
by DaveMcW
Tue May 26, 2015 10:35 pm
Forum: Gameplay Help
Topic: Stone Furnace to Electric Drill Ratio
Replies: 7
Views: 35653

Re: Stone Furnace to Electric Drill Ratio

Electric mining drills produce 1 ore each 1.905s.
by DaveMcW
Tue May 26, 2015 6:40 am
Forum: Ideas and Suggestions
Topic: Idea for fixed width maps
Replies: 2
Views: 1113

Re: Idea for fixed width maps

Have you tried leaving only one direction empty?
by DaveMcW
Mon May 25, 2015 8:09 am
Forum: General discussion
Topic: Question about chest size
Replies: 2
Views: 3239

Re: Question about chest size

Chests don't produce lag. Even if you have 100,000 of them.
by DaveMcW
Sat May 23, 2015 11:42 am
Forum: Modding discussion
Topic: Remove gas
Replies: 3
Views: 6101

Re: Remove gas

Steam engine destroys gas.
by DaveMcW
Fri May 22, 2015 10:34 pm
Forum: General discussion
Topic: Planning: Long Term vs. Short Term?
Replies: 8
Views: 9497

Re: Planning: Long Term vs. Short Term?

If you care more about speed and production, keep your old setups and expand with new ones.

If you care more about having a modern, perfectly designed factory, you will be constantly rebulding. ;)

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