Search found 200 matches
- Wed May 10, 2017 1:02 pm
- Forum: General discussion
- Topic: 0.15 boiler ratio?
- Replies: 30
- Views: 90637
Re: 0.15 boiler ratio?
like before 0.15 everyone was doing solar spam etc... =P you've seen everyone base ? There are a lot of people that don't use solar. And the new nuclear can't be used efficiently only by itself. Yes it can, but it takes some circuit tinkering to properly minmax it. I've got 480MW installed nuclear,...
- Tue May 09, 2017 9:04 pm
- Forum: Ideas and Suggestions
- Topic: Train-IDs for the circuit network
- Replies: 10
- Views: 6619
Re: Train-IDs for the circuit network
this is a pretty old thread, took me a minute to catch on why it was talking about 0.15
All along the trains have an instance ID that is accessible through the modding API. Would be simple enough to expose that ID to the circuit network.
All along the trains have an instance ID that is accessible through the modding API. Would be simple enough to expose that ID to the circuit network.
- Tue May 09, 2017 2:39 pm
- Forum: Ideas and Suggestions
- Topic: Run Factorio on dedicated servers in the cloud, client becomes view-state
- Replies: 2
- Views: 1201
Re: Run Factorio on dedicated servers in the cloud, client becomes view-state
This is already possible using the headless server on basically any VPS or dedicated server provider. Set the game up with a limited list of players so that only you and people you trust are able to play on it, and go to it. I'm sure by now gameserver providers have gotten started offering Factorio ...
- Tue May 09, 2017 1:06 am
- Forum: General discussion
- Topic: Factorio for IOS fake ?
- Replies: 11
- Views: 10574
Re: Fake iOS Factorio app?
Looks like they used an old Version. (0.12ish) Maybe there's a version thats open source? I mean how else did they get the code? There was no open source version. Looks like either stolen or knockoff assets. The basic gameplay is possible to recreate easily enough, a lot of the behaviors are in the...
- Mon May 08, 2017 4:08 pm
- Forum: Balancing
- Topic: decrease Nuclear Reactor stack size
- Replies: 9
- Views: 3544
Re: decrease Nuclear Reactor stack size
Oh that sounds fun.
You could just set a hard limit using a circuit connection on the inserter putting materials into the assembler. Then it will always stop after making the intended number.
You could just set a hard limit using a circuit connection on the inserter putting materials into the assembler. Then it will always stop after making the intended number.
- Mon May 08, 2017 11:34 am
- Forum: General discussion
- Topic: Loading nuclear reactors
- Replies: 39
- Views: 19618
Re: Loading nuclear reactors
That's not really a solution. Unless I misunderstand what you're doing, you've got a requester chest asking for 1 fuel cell, and you're hoping that it doesn't get reloaded before the steam gets above the desired threshold. There's nothing really stopping the reactor from filling up with fuel cells ...
- Sun May 07, 2017 4:39 pm
- Forum: Ideas and Suggestions
- Topic: "Kovarex Enrichment" needs a rethink -- catalysts!
- Replies: 47
- Views: 16644
Re: "Kovarex Enrichment" needs a rethink -- catalysts!
How to use up the "bad green rock" besides creating rocket fuel? - can it be in another useful way be recycled? Send it back to the input of the Kovarex process. That's the neat thing about this process- the output and input are the same stuff, all it does is change the ratio between them...
- Sun May 07, 2017 1:54 pm
- Forum: Ideas and Suggestions
- Topic: "Kovarex Enrichment" needs a rethink -- catalysts!
- Replies: 47
- Views: 16644
Re: "Kovarex Enrichment" needs a rethink -- catalysts!
Can't really catalyze a nuclear reaction. Kovarex process gives the impression that it is actually a fuel breeding scheme, irradiating the U238 using the U235 in order to trigger a neutron capture and decay chain that transmutes it. Also my solution for it is very compact and effective. The output c...
- Sun May 07, 2017 1:43 pm
- Forum: Ideas and Suggestions
- Topic: Diesel Lokomotive
- Replies: 6
- Views: 1857
Re: Diesel Lokomotive
with the change from energy_source to burner on locomotives, I don't think it would be possible to have an electric train anymore. speaking from a modding perspective here. you can however have a diesel locomotive... that burns barrels of fuel! you just need to add a fuel value and category to the ...
- Sun May 07, 2017 5:25 am
- Forum: Ideas and Suggestions
- Topic: Nuclear power and Steam Turbines
- Replies: 7
- Views: 3826
Re: Nuclear power and Steam Turbines
on the second point then the steam turbines and steam engines in my honest opinion have circuit connections that could report back on how much of their potential energy is getting pushed out or/and which prioity it is on As far as i know theres no way to find energy consumpsion+production from the ...
- Sat May 06, 2017 2:49 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear power and Steam Turbines
- Replies: 7
- Views: 3826
Re: Nuclear power and Steam Turbines
Considering that the turbines make a chuffing sound like steam engines, I'm pretty sure they came to be by copypasting the steam engine code and changing a few numbers, then paperclipping it onto new graphics. Consider the priority conflict an incentive to learn how to use circuits, that way you con...
- Sat May 06, 2017 2:27 am
- Forum: Duplicates
- Topic: [15.9] Construction bot malfunction
- Replies: 1
- Views: 822
[15.9] Construction bot malfunction
Usually I do combat in the early and midgame using the tank with a ton of bots and repair packs following it around to keep it going. Right after such a battle, I had a couple of bots take off and head to this spot. They have apparently become stuck here, twitching in place until their power is empt...
- Fri May 05, 2017 11:35 pm
- Forum: Duplicates
- Topic: [15.8] Game Crash when Driving Car
- Replies: 4
- Views: 1239
Re: [15.8] Game Crash when Driving Car
May have experienced the same bug when driving the tank. Had left the game paused for a couple hours while I took a nap, then got going again and went towards a biter nest. There were some stray biters on the way, so I figured I would just use the machine gun to clear them out. I got a few of them d...
- Thu May 04, 2017 3:51 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 118698
Re: 0.15 Reactor Ratio
After a couple of days experimenting, I've come up with this: http://i.imgur.com/tlzhMwZ.jpg The whole thing doesn't fit in a single screenshot, its too tall. But it operates on a 4:48:84 ratio and is theoretically capable of 480MW. In practice my factory is too small for such power, so I have it ri...
- Wed May 03, 2017 3:09 pm
- Forum: General discussion
- Topic: Is that piece of junk toy rocket an atomic bomb ???!
- Replies: 35
- Views: 12188
Re: Is that piece of junk toy rocket an atomic bomb ???!
Come on, WTF, it costs 30 U-235 and cannot kill a bug on single hit.. the explosion is like a fart. It's just so wrong. Nothing should be left standing when hit by a nuke, the AOE should be at least 1 chunk, and nothing will ever grow again. The inspiration for the nuke was this: https://en.wikiped...
- Wed May 03, 2017 1:15 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactor Cooling
- Replies: 5
- Views: 2902
Re: Nuclear Reactor Cooling
I think it's already a challenge. Sure it's not Mt Everest but you have to consider the barrier to entry, you don't want these mega-complex systems that need the circuit network just to operate, and if you say "sure, your way will work but if you have a degree in logic it will output 4x as muc...
- Wed May 03, 2017 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Fuel Wagons for Trains
- Replies: 3
- Views: 1468
Re: Fuel Wagons for Trains
Trains already go an incredible distance on the fuel slots they have- if your trains are running out, try switching them to solid fuel or rocket fuel. It will make them go faster as well as operating longer. These two fuel options also give a boost to acceleration and maximum speed. It is more or le...
- Wed May 03, 2017 1:06 pm
- Forum: General discussion
- Topic: Still problems with unpowerded combinators
- Replies: 6
- Views: 2685
Re: Still problems with unpowerded combinators
I think combinators continue to output the last signal they were outputting when power is low; it's just they don't update any more? Not sure though.. This is the case. A combinator that is in brownout or blackout conditions will continue to output the signal that it had previously been producing w...
- Tue May 02, 2017 1:38 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 64330
Re: Modern Trains
The Hull railway electrification was cancelled because apparently diesel trains are fine. Although a locomotive can't use any power source other than burner (the power_source tag was actually replaced with a new tag, "burner" in 0.15), what you can do is create a new type of fuel item, an...
- Mon May 01, 2017 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Map detail view only after launching first satelite
- Replies: 4
- Views: 1812
Re: Map detail view only after launching first satelite
Detail view?
Right now you can only zoom in further than the abstracted map view in areas that the player has line of sight on or are illuminated by a radar.
It would be nice if launching the satellite made the entire explored region of the map visible- effectively disable fog of war at that point.
Right now you can only zoom in further than the abstracted map view in areas that the player has line of sight on or are illuminated by a radar.
It would be nice if launching the satellite made the entire explored region of the map visible- effectively disable fog of war at that point.