Search found 2915 matches

by Optera
Fri Sep 16, 2016 2:33 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29321

Re: [MOD 0.14.2] Wireless Charging

You can mine induction rails from under a train causing the game to crash.
by Optera
Fri Sep 16, 2016 7:43 am
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 177
Views: 68298

Re: [MOD 0.13/0.14] Inventory Sensor

With 1.1.0 I've changed the Sensors to only scan in front of them.
Please let me know if they connect to wrong entities or don't find something they should.
by Optera
Thu Sep 15, 2016 6:14 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90918

Re: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons

Does recycling fuel make fuel production self sustainable ? my setup has been running for more than two hours now on MOX fuel alone, and i'm producing a lot more spent fuel than what I need to make plutonium for MOX fuel production. If you go for recycling you effectivly burn iron and only tiny bit...
by Optera
Thu Sep 15, 2016 6:05 pm
Forum: Ideas and Suggestions
Topic: Rename Modules
Replies: 27
Views: 7555

Re: Rename Modules

Upgrade would make most sense if you want to make it accurate and not used in other context.
Mod is ambiguous with mods.
While Speed Hack sounds really good, Efficiency Hack sounds weird.
by Optera
Mon Sep 12, 2016 7:59 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29321

Re: [MOD 0.14.2] Wireless Charging

Indeed Fusion Power should have a limited lifetime.

I've had 3GW Solar arrays and 10GW Nuclear plants just because I could and still wireless charging is no alternative for me simply because it's basically the same cost in resources and even more costly in space as a Fusion Reactor.
by Optera
Mon Sep 12, 2016 6:04 am
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29321

Re: [MOD 0.14.2] Wireless Charging

Well unless you get the devs to change Portable Fusion Reactors to be more expensive, you should use them as baseline for how expensive alternatives to them are. I'd love to see a progression from diesel to electric with charging to electric with fusion power. If I add wireless charging to my existi...
by Optera
Mon Sep 12, 2016 5:49 am
Forum: General discussion
Topic: Fuel consumption of trains at max speed
Replies: 21
Views: 10401

Re: Fuel consumption of trains at max speed

Impressive math, it proves how off factorios numbers are. Factorio diesel locomotives have an unrealistic low weight of 2t. Their power of 600kW is somewhat in line with real world switcher typically reaching around 50-80km/h. The lightest diesel switching engine I know is the Köf III power 177kW we...
by Optera
Sun Sep 11, 2016 9:00 pm
Forum: General discussion
Topic: Fuel consumption of trains at max speed
Replies: 21
Views: 10401

Re: Fuel consumption of trains at max speed

The way I see it those 259.2km/h are the max speed they are capable of. It makes perfect sense for an engine to use 100% power when pushed to it's limit. Again, if they where to introduce speed limits your idea of engines throttling back and using less power makes perfect sense. Let's assume a spee...
by Optera
Sun Sep 11, 2016 6:13 pm
Forum: General discussion
Topic: Fuel consumption of trains at max speed
Replies: 21
Views: 10401

Re: Fuel consumption of trains at max speed

I was under the impression trains simply go full throttle all the time until their weight (which isn't currently calculated properly) prevents them from accelerating any more. If we added speed limits, your proposal would totally make sense. There is a speed limit. Diesel locomotives are limited to...
by Optera
Sun Sep 11, 2016 5:46 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 280798

Re: [MOD 0.14.3] Robot Army. 0.2.3

What is more of a hassle, having your bots chasing single worms and nests into oblivion and eventually being force despawned or picking up a squad idling at their spawn? I keep seeing squads paving an almost straight path from their spawn into oblivion where they eventually die or get stuck instead ...
by Optera
Sun Sep 11, 2016 3:10 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 280798

Re: [MOD 0.14.3] Robot Army. 0.2.3

This will still have issues for when the droid squads reaches the end of the map - if there ARE no biters, then they wont find any enemies anyway, and they cannot keep moving in a direction because the chunks/map doesn't even exist anyway. The player needs to go over there and trigger generation of...
by Optera
Sun Sep 11, 2016 3:07 pm
Forum: General discussion
Topic: Fuel consumption of trains at max speed
Replies: 21
Views: 10401

Re: Fuel consumption of trains at max speed

I was under the impression trains simply go full throttle all the time until their weight (which isn't currently calculated properly) prevents them from accelerating any more. If we added speed limits, your proposal would totally make sense. There is a speed limit. Diesel locomotives are limited to...
by Optera
Sun Sep 11, 2016 1:57 pm
Forum: General discussion
Topic: Fuel consumption of trains at max speed
Replies: 21
Views: 10401

Re: Fuel consumption of trains at max speed

I was under the impression trains simply go full throttle all the time until their weight (which isn't currently calculated properly) prevents them from accelerating any more.
If we added speed limits, your proposal would totally make sense.
by Optera
Sun Sep 11, 2016 1:41 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29321

Re: [MOD 0.14.2] Wireless Charging

You should rebalance the needed materials for wireless charging a single Locomotive. High power induction coil 2.0k Iron Plate 3.5k Copper Plate 709 Plastic Bar 25,5 Sulfuric Acid High Power Induction Rail 2.0k Iron Plate 3.6k Copper Plate 20,5 Steel 724 Plastic Bar 35,5 Sulfuric Acid 10x Mk1 Batter...
by Optera
Sun Sep 11, 2016 5:10 am
Forum: Ideas and Suggestions
Topic: Logistics bot cargo should count as contents of network.
Replies: 18
Views: 7238

Re: Logistics bot cargo should count as contents of network.

Another nice thing about production->inserter->activeprovider->bot->storagechest is that it allows you to place little "logistics stashes" around your (large) logistics network. A "logistic stash" is just a requester->inserter->passiveprovider for things you may wish to have spr...
by Optera
Sat Sep 10, 2016 9:19 am
Forum: Mods
Topic: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager
Replies: 120
Views: 59696

Re: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager

Can you add landscaping to that drawing tool too? change terrains, add/remove water Would be handy to make balanced MP maps or fix ugly .12 to .13 seams ;) For preparing the map, do not forget that Factorio provides a map editor in main menu : you can draw landscape, add resources, tress, anything....
by Optera
Sat Sep 10, 2016 8:07 am
Forum: Resolved Problems and Bugs
Topic: [0.13.20] [Twinsen] Combinator displays inconsistent values on mouse over
Replies: 1
Views: 1760

[0.13.20] [Twinsen] Combinator displays inconsistent values on mouse over

Display of combinator values is inconsistent in mouse over window. The input seems to round to the closest thousand while the output simply truncates.
Rundungsfehler.jpg
Rundungsfehler.jpg (87.17 KiB) Viewed 1760 times
by Optera
Sat Sep 10, 2016 5:08 am
Forum: Mods
Topic: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager
Replies: 120
Views: 59696

Re: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager

Can you add landscaping to that drawing tool too?
change terrains, add/remove water
Would be handy to make balanced MP maps or fix ugly .12 to .13 seams ;)
by Optera
Sat Sep 10, 2016 4:57 am
Forum: Ideas and Suggestions
Topic: Logistics bot cargo should count as contents of network.
Replies: 18
Views: 7238

Re: Logistics bot cargo should count as contents of network.

You can't decide which storage chest will be used. Unless you have a simple and reliable way to ensure at least 1 item remains in the storage chest, bots will happily take out the last item and then proceed to fill the closest storage chest with newly produced items. I produce in passive provider (s...
by Optera
Fri Sep 09, 2016 9:04 am
Forum: Mods
Topic: [MOD 0.12.17+] Train tracker 1.0.0
Replies: 6
Views: 12829

Re: [MOD 0.12.17+] Train tracker 1.0.0

Perhaps I should make an own thread for this, but I will see, how much response it will have... You probably should start a new thread, this one is pretty much dead. I've tweaked your code a bit, added german translation, made vehicles work, increased speed of loading on_init/on_config_changed. (no...

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