If you want to get exact output values, have a look at https://github.com/Starholme/factorio-g ... our-entity
Those calcs work just fine for vanilla generators.
Search found 201 matches
- Wed Feb 11, 2015 3:27 pm
- Forum: Modding help
- Topic: Steam Engines Power output is capped
- Replies: 3
- Views: 2369
- Fri Feb 06, 2015 4:51 pm
- Forum: Show your Creations
- Topic: Dear Youtubers - Modded Gameplay Screens
- Replies: 29
- Views: 22675
Re: Dear Youtubers - Modded Gameplay Screens
Go Canada, eh?
I'm in Saskatchewan
I'm in Saskatchewan
- Tue Jan 27, 2015 4:06 pm
- Forum: Gameplay Help
- Topic: Blue Science Struggles
- Replies: 10
- Views: 4603
Re: Blue Science Struggles
This post has a great setup: https://forums.factorio.com/forum/vie ... f=8&t=6696
He also links to an earlier post that shows building it one science pack type at a time.
He also links to an earlier post that shows building it one science pack type at a time.
- Thu Jan 22, 2015 4:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Inserter still stuck due to inserter size bonus :)
- Replies: 10
- Views: 4793
Re: [0.11.13] Inserter still stuck due to inserter size bonu
It's a sad workaround, but you can use a separate inserter and requester chest for each of the high count items. So each inserter can still get stuck, but it shouldn't stop production.
- Wed Jan 21, 2015 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Inserters repair damaged entities
- Replies: 15
- Views: 6088
Re: Inserters repair damaged entities
Alternatively, inserters don't have a separate slot for repair packs (which reduces complexity significantly) and instead we let them get jammed. That way you need two separate belts and two rows of inserters if you want auto-repair + ammo feeding. Hmm... the problem with this is - what happens if ...
- Tue Jan 20, 2015 3:25 pm
- Forum: General discussion
- Topic: Challenge ideas?
- Replies: 5
- Views: 2421
Re: Challenge ideas?
One I've been playing with lately is refusing to destroy biter nests unless they are directly where I want to build something. So I just have to deal with the damage they do, rather than clearing the areas around my base. The main reason I'm playing this way is to create a resource sink after resear...
- Tue Jan 20, 2015 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Inserters repair damaged entities
- Replies: 15
- Views: 6088
Re: Inserters repair damaged entities
I really like that idea. I'm fine with only the smart inserters being able to do this. I'm not clear if this was mentioned above, but the inserter would have to be able to store at least one repair pack internally, in case there is nowhere to place it on the belt(full belt). This would prevent it cl...
- Mon Jan 19, 2015 4:28 pm
- Forum: Mods
- Topic: [MOD 0.11.x][WIP] Steam Cycle Framework 0.0.0
- Replies: 4
- Views: 8230
Re: [MOD 0.11.x][WIP] Steam Cycle Framework 0.0.0
I find these ideas interesting, but I get the feeling they're probably only ever going to be used by one definitive power generator mod. I've been too busy with RL lately, but since I posted this here, Uranium Power has implemented the heat exchangers already. So there is at least some demand. On a...
- Fri Jan 16, 2015 2:32 pm
- Forum: Implemented mod requests
- Topic: [Request] Access to fluid prototypes in lua
- Replies: 2
- Views: 4232
[Request] Access to fluid prototypes in lua
Currently we can get to entity and item prototypes using the game object. It would be nice if we could also get the fluids.
Specifically, I'd like to be able to get the kj/degree value to properly transfer energy between fluids.
Specifically, I'd like to be able to get the kj/degree value to properly transfer energy between fluids.
- Tue Jan 13, 2015 2:45 pm
- Forum: Modding help
- Topic: Is it possible to access fluid prototypes?
- Replies: 5
- Views: 2017
Re: Is it possible to access fluid prototypes?
Thanks Kexik, I think that will do what I need. I'll reply back and let you guys know once I have a chance to try it.
- Mon Jan 12, 2015 4:26 pm
- Forum: Modding help
- Topic: Is it possible to access fluid prototypes?
- Replies: 5
- Views: 2017
Re: Is it possible to access fluid prototypes?
Sorry, but I'm trying to get the values for heat capacity, without have to hardcode them(to keep other mods compatible easily)
- Mon Jan 12, 2015 3:53 pm
- Forum: Modding help
- Topic: Is it possible to access fluid prototypes?
- Replies: 5
- Views: 2017
Is it possible to access fluid prototypes?
I'd like to retrieve some fluid information: kj/degree, max temp, default temp. I can kinda work around the max temp and default temp using a 'fake' fluid box. (Create pipe, set the fluidbox type to be the fluid I want, set it on the pipe, read it back from the pipe. Set temp to something nuts like ...
- Thu Jan 08, 2015 7:07 pm
- Forum: Not a bug
- Topic: AppData directory always has default name
- Replies: 2
- Views: 1382
Re: AppData directory always has default name
To run multiple copies, you can also use the .zip instead of the installer. I believe it keeps everything in it's own directory then. I use it this way, one copy for playing, one for mod development.
- Thu Jan 08, 2015 7:05 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 560463
Re: Yuoki Industries 0.2.20 (11.10)
You might be able to solve the fluidbox issue permanently by detecting what fluid is in the box. If you know that you are outputting 'water' you can can check each box for a .type of water Something like the below function(I didn't test it yet cause I'm at work, probably has some dumb syntax error):...
- Thu Jan 08, 2015 3:39 pm
- Forum: General discussion
- Topic: Why does the Windows version multitask so badly?
- Replies: 12
- Views: 4357
Re: Why does the Windows version multitask so badly?
Not every monitor does this, but I know that at least some do: When you have factorio open on the monitor, use the buttons on the monitor that adjust contrast/etc. On the display that pops up overtop of factorio, it might tell you the resolution it's being fed. My Dell monitors do at least. But a li...
- Thu Jan 08, 2015 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Robots should check whether they have sufficient energy.
- Replies: 16
- Views: 5609
Re: Robots should check whether they have sufficient energy.
not sure the "furthest" recharge port is the best idea... Closest recharge port to current location, recharge, recalculate, if they still don't have enough energy, plot a path to the closest along the path where it would run out of energy. Alternatively follow a path of roboports rather t...
- Thu Jan 08, 2015 2:48 pm
- Forum: General discussion
- Topic: Why does the Windows version multitask so badly?
- Replies: 12
- Views: 4357
Re: Why does the Windows version multitask so badly?
Another vote on the never had any crashes. I run dual monitors, so I'm continuously in and out of factorio, but I don't actually minimize it. Maybe that's the difference?
- Tue Jan 06, 2015 10:29 pm
- Forum: Mods
- Topic: [MOD 0.11.x][WIP] Steam Cycle Framework 0.0.0
- Replies: 4
- Views: 8230
[MOD 0.11.x][WIP] Steam Cycle Framework 0.0.0
In the same trend as the generator framework: https://forums.factorio.com/forum/viewtopic.php?f=32&t=7806#p61642 This mod is intended to allow other modders to create closed cycle power plants. Link to repo, please note this work is being done on the steam-framework branch: https://github.com/St...
- Mon Jan 05, 2015 8:58 pm
- Forum: Releases
- Topic: Version 0.11.8
- Replies: 35
- Views: 48358
Re: Version 0.11.8
Just a thought, although this might make the whole thing a little too easy: Requester/Provider functionality for Vehicles, i.e. make them part of the logistics network same as the player. Possibly via a new science tree item. That actually sounds like a simple and effective solution. Powerful, but ...
- Mon Jan 05, 2015 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Idea: Alien worms can spawn random
- Replies: 11
- Views: 5079
Re: Idea: Alien worms can spawn random
Could make for an interesting mod:
Every x minutes(based on evolution factor?, or highest level of pollution?), a worm and group of aliens would appear in a chunk that has at least one player owned structure.
Allow the player to research a seismometer that could give early warning(30 seconds?)
Every x minutes(based on evolution factor?, or highest level of pollution?), a worm and group of aliens would appear in a chunk that has at least one player owned structure.
Allow the player to research a seismometer that could give early warning(30 seconds?)