Search found 340 matches

by malventano
Tue May 09, 2017 1:47 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40305

Re: [0.15.1] Non-Conducting heat pipes after 60 tile

This is currently how heat pipes work. The order you build the pipes will change how they behave. It's not really desired to work that way but it's not a bug. We may change it in the future. I'm sorry guys but this is most definitely a bug - in more ways than one. Something is absolutely broken wit...
by malventano
Sun May 07, 2017 1:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40305

Re: [0.15.1] Non-Conducting heat pipes after 60 tile

This is currently how heat pipes work. The order you build the pipes will change how they behave. It's not really desired to work that way but it's not a bug. We may change it in the future. I'm sorry guys but this is most definitely a bug - in more ways than one. Something is absolutely broken wit...
by malventano
Thu May 04, 2017 3:47 am
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 32707

Re: Version 0.15.6

Hmm. A northbound bias in heatpipe heat propagation - that sounds familiar. I recall Harkonnen fixing a similar issue with biter expansion bases, the cause being that if a choice between equal options needed to be made, that choice would not be random. Perhaps this issue is similar? It's not just a...
by malventano
Wed May 03, 2017 3:57 pm
Forum: Not a bug
Topic: [0.15.5] Reactor consumes fuel at full power while idle
Replies: 14
Views: 6024

Re: [0.15.5] Reactor consumes fuel at full power while idle

Understood if this is an intended feature, however, this opens up ways to cheat the system. One could simply lay out a bunch of heat pipes and create a large thermal battery, and only cycle reactors to maintain the temperature of the large chunk of heat pipes above 500C. I think the storage tanks s...
by malventano
Wed May 03, 2017 3:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 40305

Re: [0.15.1] Non-Conducting heat pipes after 60 tile

From my testing this problem is also present in 0.15.6. Heat seems to favour the direction in which you built the pipes. Building the heat pipe about 60 tiles long from reactor to heat exchanger works, building the pipe the other way does not work. There is also an issue where heat items (pipes/exc...
by malventano
Wed May 03, 2017 3:51 pm
Forum: Not a bug
Topic: [0.15.X] Rocket shooting speed 4 & 5 cost ... the same?
Replies: 4
Views: 1284

Re: [0.15.X] Rocket shooting speed 4 & 5 cost ... the same?

It's not a bug. They just happen to cost the same. They do stack up so you basically just get more granularity over your upgrades. The way bonuses are added should be clear by looking at the bonuses window. Understood that it's not a bug, but the in-game description would be a bit clearer if it inc...
by malventano
Tue May 02, 2017 8:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.5][Harkonnen] Centrifuges flicker active while loading
Replies: 11
Views: 5632

Re: [0.15.5][Harkonnen] Centrifuges flicker active while loading

I kinda liked that! For me, it was a feature, not a bug. Something unique for the turbines. I thought it was kind of a cool bug, but assumed that the single tick flicker must have been something unintended by the devs. Loading animation would be cool, but yeah, that sounds like Pandoras Box alright.
by malventano
Tue May 02, 2017 7:50 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 32707

Re: Version 0.15.6

Slightly surprised to see the heatpipe construction direction bias not yet being fixed though... I think that bug is nastier than just the direction bias. I have seen multiple times where there will just be a mystery ~20C temperature difference from one heat pipe tile to the next, even where there ...
by malventano
Mon May 01, 2017 4:06 pm
Forum: Ideas and Suggestions
Topic: Have 'fast interaction' mechanic lock direction per click
Replies: 3
Views: 977

Have 'fast interaction' mechanic lock direction per click

This was submitted as a bug report and deemed not a bug, so I'm starting a thread here for it to be an improvement suggestion: Problem: While running past a bunch of boilers while using the nifty new 'fast' interaction, once you've run out of coal or ore to insert, the continued mouse button press i...
by malventano
Mon May 01, 2017 3:44 pm
Forum: Balancing
Topic: Constant reactor fuel usage/cycling (now a discussion)
Replies: 24
Views: 10919

Re: Constant reactor fuel usage invites heat capacity cheating

I am putting 1 fuel (condition on insterter into box, that goes into reactor) into reactor when steam in one tank is below 1k. When steam is over 1k insterter will put 1 fuel from full box into box that goes into reactor. It's 2 chest system That's an epic idea. Nearly all Problems solved. Adopted ...
by malventano
Mon May 01, 2017 3:21 pm
Forum: Not a bug
Topic: [0.15.5] fast insert changes to fast remove once hand empty
Replies: 3
Views: 1077

Re: [0.15.5] fast insert changes to fast remove once hand empty

That's just how the logic works: if there's something in the cursor it's transferred into the entity. If there's nothing in the cursor stuff is transferred out. The game doesn't know which one you're trying to do - just that you're holding CTRL + clicking the entity. If you're holding down the mous...
by malventano
Mon May 01, 2017 7:17 am
Forum: Balancing
Topic: Constant reactor fuel usage/cycling (now a discussion)
Replies: 24
Views: 10919

Re: Constant reactor fuel usage invites heat capacity cheating

Yeah actually the buffering with a steam tank is the way to go. You don't need that many of them because the reactors / steam turbines kick back on immediately as they were at standby temperature (500C) and start refilling the buffer tank. Some rough calculations showed that even at 480MW you get a ...
by malventano
Mon May 01, 2017 6:46 am
Forum: Not a bug
Topic: [0.15.X] Rocket shooting speed 4 & 5 cost ... the same?
Replies: 4
Views: 1284

Re: [0.15.X] Rocket shooting speed 4 & 5 cost ... the same?

So now that I am looking for it, there are quite a few cases among the damage/shooting speed upgrades where two levels cost the same. Is this intentional? It just seemed weird so I figured I'd ask. The percent increases stack on top of each other (added to the previous achievements). I recommended ...
by malventano
Mon May 01, 2017 6:42 am
Forum: Resolved Problems and Bugs
Topic: [0.15.5] Copy-paste disconnects circuits
Replies: 2
Views: 2136

Re: [0.15.5] Copy-paste disconnects circuits

If you copy from an filter inserter that doesn't have red/green wire connections, onto an filter inserter that does have red/green wire connections, the red/green wires are removed from the filter inserter you pasted onto. That might be an intentional side effect since you are attempting to paste a...
by malventano
Mon May 01, 2017 4:15 am
Forum: Not a bug
Topic: [0.15.5] fast insert changes to fast remove once hand empty
Replies: 3
Views: 1077

[0.15.5] fast insert changes to fast remove once hand empty

Problem: While running past a bunch of boilers while using the nifty new 'fast' interaction, once you've run out of coal or ore to insert, the continued mouse button press instantly changes to fast remove and instead strips items from the units. This is problematic when manually feeding items like b...
by malventano
Mon May 01, 2017 3:23 am
Forum: Resolved Problems and Bugs
Topic: [0.15.5][Harkonnen] Centrifuges flicker active while loading
Replies: 11
Views: 5632

[0.15.5][Harkonnen] Centrifuges flicker active while loading

A centrifuge that is empty and being loaded will flicker its active animation for one tick each time the loader drops another couple of uranium ore units into it. Centrifuge should probably remain visibly inactive until enough ore is loaded to commence with a cycle.
by malventano
Mon May 01, 2017 3:10 am
Forum: Balancing
Topic: Constant reactor fuel usage/cycling (now a discussion)
Replies: 24
Views: 10919

Re: Constant reactor fuel usage invites heat capacity cheating

In our playtest we had storage tanks for steam and inserter with condition to put a fuel cell to the reactor when steam got under certain level. Huh, that does work, and so long as enough heat pipes are added to prevent the reactors from hitting 1000C with a round of fuel cells, looks like that is ...
by malventano
Mon May 01, 2017 3:04 am
Forum: Releases
Topic: Version 0.15.4
Replies: 31
Views: 22236

Re: Version 0.15.4

I wish you guys fix the problem of mods expiring because of new updates. I upgraded to v15.4 and now 90% of the mods I had installed no longer works (all red), [...] I wish you guys would make some sort of API that mods can hook to, - that prevents them from ever expiring And would always work no m...
by malventano
Mon May 01, 2017 12:15 am
Forum: Not a bug
Topic: [0.15.5] Reactor consumes fuel at full power while idle
Replies: 14
Views: 6024

Re: [0.15.5] Reactor consumes fuel at full power while idle

I was able to blow through a patch overnight with an otherwise idle factory - because I wasn't aware that the reactors would consume fuel at the max rate constantly. I hadn't yet researched the refinement process so I was only making 235 from the initial dice roll.
by malventano
Sun Apr 30, 2017 11:32 pm
Forum: Releases
Topic: Version 0.15.4
Replies: 31
Views: 22236

Re: Version 0.15.4

Sandbox mode is neat for testing things, however I've found a problem (and I apologize if this has been mentioned already): You can't effectively use vehicles. Yes, you can get into them, however since you don't have any form of weapon UI, you can't switch weapons or even fire. While I get that San...

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