Search found 118 matches
- Wed Nov 01, 2017 9:33 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 66670
Re: Friday Facts #214 - Concrete rendering
Seems to me a lot of players have problems thinking for themselves if they can't work out distances without concrete to do it... It has absolutely nothing to do with being able to think for oneself. It has everything to do with some people struggling to tell distances without something to help them...
- Tue Oct 03, 2017 11:14 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
what the game reports isn't the same as what the code says. The code says it's a 50% efficient boiler that generates 1.8MW of heat power. 1.8 / 0.5 = 1.8 * 2 = 3.6MW. So the boiler consumes 3.6MW, and gives 1.8MW (50% efficiency) as heat power, which can power 2 steam engines at 900kW each. If you ...
- Mon Oct 02, 2017 6:20 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
If it still has an energy consumption of 3.6mw, yes.XartaX wrote:...So a 100% efficiency engine would support 4 engines according to this logic? Now I'm a bit confused
- Mon Oct 02, 2017 4:32 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
But boilers don't have a listed energy output, though? https://i.imgur.com/01Q9wJJ.jpg But do you mean that a boiler will always supply two steam engines no matter it's efficiency? I forget the exact mathematics behind it but the 50% efficiency and 3.6mw energy consumption and the 900kw power outpu...
- Tue Sep 19, 2017 11:29 am
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25483
Re: Friday Facts #208 - Tips and tricks improvement
I'm saying that the game has almost all of the useful information in it and that players don't have to rely on external sources. Except there's plenty of things that only get properly covered in the tips. As for the rest of it that you snipped, that's totally different than what your original post ...
- Tue Sep 19, 2017 1:31 am
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25483
Re: Friday Facts #208 - Tips and tricks improvement
So to summarize: I think the tips & tricks system is fine. I don't want nagging loading screen or main menu tips. We don't need tutorials for every little thing. A screenshot and one sentence is enough to explain many things. We don't need a full-blown wiki in the game. Just use the wiki we have...
- Sun Sep 17, 2017 12:17 am
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25483
Re: Friday Facts #208 - Tips and tricks improvement
Which key is the "any" key anyways? I don't have one of those.eradicator wrote:I herby preemptively request a (cli-)option to skip the "any key" event and jump directly to main menu.
- Sat Aug 26, 2017 5:48 am
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 48876
Re: Friday Facts #205 - Teaching the things that everybody knows
I'm not sure I understand basic fluid mechanic. Everyone knows that 1 boiler feeds 2 steam engines, and 1 offshore pump feeds 20 boilers (and therefore 40 steam engines), for a total of 40MW (I think). Question is, how are we supposed to figure this out? My only hints came from the campaign and the...
- Fri Aug 25, 2017 4:16 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: Productivity modules on pumps
Using beacons one can apply productivity modules on pumps. I think that is kind of broken since you can fill a barrel with oil and empty a barrel of oil and you get more barrels and oil out of it than you put in. I don't mind the oil so much. But what to do with all the barrels? I'm pretty sure the...
- Fri Aug 18, 2017 1:20 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 70342
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Why do they want to add a new chest type? Can't we just use the storage chest with "requests" set for this? As long as nothing is set, it keeps the old behavior, once items are specified (maybe even by circuit network) non matching stuff is cleared and... but i guess having the feature so...
- Sun Aug 13, 2017 2:34 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 70342
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Shift-right click (copy) an assembler, then shift-left click (paste) to a requester chest. Your request is already in the game, though you demonstrate its need for improved discoverability. Maybe requester chests should have a Recipe Selection UI which could serve the same purpose, but that would b...
- Sat Aug 12, 2017 9:29 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 70342
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
after having slept over the initial excitement I do have a small request could we get presets for the Buffer chests ? There would be 3 choices: default 1, 2 and 3 + individual requests. We set the desired amounts then save as default 1, in the future any buffer chest placed down would start with th...
- Fri Aug 11, 2017 7:43 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 70342
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
I wonder how feasible it would be to condense logistics chests into one customizable entity? Ie: You can tell it to be a requester, passive provider, active provider, and/or storage chest and set a priority level for each of those options. Might be a mess to get into the game and working properly bu...
- Thu Aug 10, 2017 5:34 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
bobplates (Metals chemicals and intermediates) does add an override for certain ores (Pretty much the ones you listed) as they are required for the mod to be functional. The other ores (Cobalt, Thorium and Sulfur) will be left disabled. Water ores will be turned on unless you turn on the water bore...
- Thu Aug 10, 2017 4:49 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
Edit: Quick test shows that cobaltite spawns if enabled. Please drop by RSO forums and post save/mods/mods config there and I'll take a look - it might be that some of settings you changed caused some bug to appear. I'm not certain but it may indeed be an issue with Bob's Mods. I decided to have a ...
- Wed Aug 09, 2017 7:29 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
I'd say that you have a mod or done something to break map generation. Map you are showing has so strange ore fields that it's either a mod thats not functioning properly or some strange bug. Unless you have mod that generates ore using *every other chunk* pattern. If you're talking about the big b...
- Wed Aug 09, 2017 3:57 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
If Cobaltite is disabled, attempting to spawn it via console will give an error. Right, well that confirms it's definitely enabled then I suppose. It's the only ore I have yet to see at all though, as far as I'm aware. Titanium and tungsten are also fairly uncommon but there's a fair amount on my m...
- Wed Aug 09, 2017 4:27 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
That's a weird looking map. But no, there is no cobaltite unless you switched it on in the config. You get cobalt from a copper process, you only need a tiny bit generally anyway. You'll get it from advanced copper processing. It should be on in the config unless I accidentally didn't enable it. I ...
- Wed Aug 09, 2017 12:29 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 352026
Re: [0.15.x] Bob's Mods: General Discussion
Is cobaltite supposed to be really rare or something?
Unless I'm just managing to completely overlook it somehow there's no cobaltite on this map so far anywhere at all.
Unless I'm just managing to completely overlook it somehow there's no cobaltite on this map so far anywhere at all.
- Sat Jul 29, 2017 9:24 am
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 52360
Re: Friday Facts #201 - 0.15 Stable, but not really
As it is now we verify every sound and sprite that the game needs to use is valid according to the definition provided for it at startup. Additionally the game builds all sprites into atlases and converts those using the graphics settings you have enabled. If the game had to split all of that up yo...