Search found 118 matches

by Alice3173
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...
by Alice3173
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 ...
by Alice3173
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

XartaX wrote:...So a 100% efficiency engine would support 4 engines according to this logic? Now I'm a bit confused :D
If it still has an energy consumption of 3.6mw, yes.
by Alice3173
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...
by Alice3173
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 ...
by Alice3173
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...
by Alice3173
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

eradicator wrote:I herby preemptively request a (cli-)option to skip the "any key" event and jump directly to main menu. :roll:
Which key is the "any" key anyways? I don't have one of those.
by Alice3173
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...
by Alice3173
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...
by Alice3173
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...
by Alice3173
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...
by Alice3173
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...
by Alice3173
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...
by Alice3173
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...
by Alice3173
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 ...
by Alice3173
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...
by Alice3173
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...
by Alice3173
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 ...
by Alice3173
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?
Image
Unless I'm just managing to completely overlook it somehow there's no cobaltite on this map so far anywhere at all.
by Alice3173
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...

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