Search found 36 matches
- Tue Nov 18, 2014 9:48 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 211191
Re: [0.11.x] Uranium Power
water is a ridiculously good radiation absorber, i recently saw a plot of radiation density inside a cooling pond, and 2m below the surface, there is actually less than ambient levels of radiation, due to so little radiation from the rods getting to you -- https://what-if.xkcd.com/29/
- Sat Nov 08, 2014 5:49 am
- Forum: Mods
- Topic: [MOD 0.10.x] ForceShield v0.1.12
- Replies: 51
- Views: 31019
Re: [MOD 0.10.x] ForceShield v0.1.12
any chance that there will be a forceShield mod for factorio 11? I normally paly with dytech warfare to add a bit more variety, but against that i like my force shields, which take the edge off the otherwise slightly crazy attack strengths.
- Mon Sep 15, 2014 8:42 am
- Forum: Implemented Suggestions
- Topic: [implemented in 0.11] multi-phase mod loading
- Replies: 3
- Views: 2400
[implemented in 0.11] multi-phase mod loading
already there are some issues with "this mod (A) must be loaded before mod B, but mod C likes to be loaded after me" this typically happens because recipies in mod A want to (conditionally) use use items in mod B suggestion: have multi phase mod loading with specific things to be done at d...
- Sat Aug 23, 2014 2:17 am
- Forum: Ideas and Suggestions
- Topic: Laser turret cooldown to encourage defenses to be mixed
- Replies: 17
- Views: 6704
Re: Laser turret cooldown to encourage defenses to be mixed
i think the issue here is that it costs nothing to overbuild your electric power supply, as lasers, when engaged, can easily consume more power than the rest of the base together. This combined with the low idle cost means that a large amount of static defence has no upkeep, *and* minimal cost to fi...
- Sat Aug 23, 2014 1:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.8][kovarex] crash with no apparent cause (repeatable)
- Replies: 1
- Views: 1069
[0.10.8][kovarex] crash with no apparent cause (repeatable)
the attached save game / mod set will crash with a standard windows "factorio.exe has stopped working" error window about 2 mins after opening, even if you stand there and do nothing. the only "unusual" activity might be some force fields being destroyed to the south-east, but th...
- Wed Aug 20, 2014 9:16 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129007
Re: [0.10.x] Bob's Power mod
is it possible to split send/receive power priority for accumulators? recharge at secondary power, emit at tertiary?
- Sun Aug 17, 2014 3:52 am
- Forum: Mods
- Topic: [0.11.5]Belt Switchers
- Replies: 32
- Views: 43672
Re: [MOD 0.10.x]Belt Switchers
in 10.8 there is an "error while loading enitiy prototype "beltswitcher" (transport-belt): No such node (belt_horizontal)" I was able to resolve this by copying a couple of tags from the definition of the normal express belt : entities.lua: data:extend( { { type = "transport...
- Sat Aug 16, 2014 1:46 pm
- Forum: Mods
- Topic: [0.11.5]Belt Switchers
- Replies: 32
- Views: 43672
Re: [MOD 0.10.x]Belt Switchers
for this (and other mods) with this problem, just edit the info.json to have "name":"BeltSwitchers"
The title does not have to match the name
The title does not have to match the name
- Sun Aug 03, 2014 6:11 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 286824
Re: [0.10.0] Bob's Metals and Chemicals mod
v0.5.2 ... * Reduced the cost of Steel plate to 2 Iron plate instead of 5. ...\Factorio\mods\DyTech-Metallurgy\prototypes\recipe\metals-base.lua the recipe "metallurgy-steel-plate" uses {type="fluid", name="molten-carbonated-iron", amount=37.5}, or the equivalent of 3....
- Sun Jul 06, 2014 7:02 am
- Forum: Mods
- Topic: [MOD 0.10.x] ForceShield v0.1.12
- Replies: 51
- Views: 31019
Re: [MOD 0.10.x] ForceShield v0.1.12
ForceShields crashed while i was turning the shields off: South had been off a little while, east/west were turned off about the same time, it looks like west had just finished decaying to the point it died. http://imgur.com/YV7WD9a ( image url is http://imgur.com/YV7WD9a, but i'm not sure why it's ...
- Sun Jul 06, 2014 6:47 am
- Forum: Pending
- Topic: [0.10.2] reproducible memory leak (with forcefield mod)
- Replies: 1
- Views: 2725
[0.10.2] reproducible memory leak (with forcefield mod)
The current (modded) game that i'm playing always crashes with out-of-memory after ~45 mins. This memory leak persists even after returning the the main menu, indicating that the game doesn't clean up the LUA memory after map exit. shortly after opening the latest auto-save factorio is using < 2gb o...
- Sun Jul 06, 2014 6:43 am
- Forum: Mods
- Topic: [MOD 0.10.x] ForceShield v0.1.12
- Replies: 51
- Views: 31019
Re: [MOD 0.10.x] ForceShield v0.1.12
verified that there is a major memory leak in force fields; any time the force field is unable to generate due to an object being in the way. a setup like this leaks ~ 6mb/second ... even with just the north field on, memory usage still goes up by ~2mb/second. the memory leak stops when the fields a...
- Sat Jul 05, 2014 11:23 am
- Forum: Ideas and Suggestions
- Topic: debugging crashes
- Replies: 0
- Views: 1410
debugging crashes
Recently Factorio has been crashing with out of memory, due to a memory leak. (memory usage goes up by a few meg per second indefinitely, crashes after using ~7gb of ram in an hour or so) I suspect one of the mods. Would it be possible, on a crash, to create a crash report which describes what happe...
- Mon Jun 30, 2014 10:00 am
- Forum: Mods
- Topic: [MOD 0.10.x] ForceShield v0.1.12
- Replies: 51
- Views: 31019
Re: [MOD 0.10.x] ForceShield v0.1.12
when you have fully charged walls, pressing + to extend the shield an extra step discharges all the existing walls on that side. is this the intended behavior? also, would it be possible to decrease the size of the shield without immediately destroying the old ones? there are times when keeping part...
- Mon Jun 30, 2014 9:50 am
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40443
Re: [0.9.x] Belt Lane Splitters (1.2)
interesting ... i removed the zip, factorio started, added the zip again, and the error re-appeared.. i assumed it was this mod.
I'll test again with a new download.
I'll test again with a new download.
- Sun Jun 29, 2014 4:53 am
- Forum: Mods
- Topic: [0.9.x] Belt Lane Splitters (1.2)
- Replies: 46
- Views: 40443
Re: [0.9.x] Belt Lane Splitters (1.2)
fails with an error under 10.x