Search found 365 matches
- 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: 8410
[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.
- Mon May 01, 2017 3:10 am
- Forum: Balancing
- Topic: Constant reactor fuel usage/cycling (now a discussion)
- Replies: 24
- Views: 18600
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 ...
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 ...
- Mon May 01, 2017 3:04 am
- Forum: Releases
- Topic: Version 0.15.4
- Replies: 31
- Views: 28384
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 ...
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 ...
- 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: 10557
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.
- Sun Apr 30, 2017 11:32 pm
- Forum: Releases
- Topic: Version 0.15.4
- Replies: 31
- Views: 28384
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 ...
- Sun Apr 30, 2017 11:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 57571
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
Is this issue possibly related to this bug ? If so, then it has likely been fixed in the upcoming 0.15.6.
It might be related to that bug, though I was creating it in single player, and in that thread it was stated that the fixed issue was causing heat pipes to transfer twice as fast, not at half ...
It might be related to that bug, though I was creating it in single player, and in that thread it was stated that the fixed issue was causing heat pipes to transfer twice as fast, not at half ...
- Sun Apr 30, 2017 10:51 pm
- Forum: Balancing
- Topic: Constant reactor fuel usage/cycling (now a discussion)
- Replies: 24
- Views: 18600
Re: Constant reactor fuel usage invites heat capacity cheating
And adding additional delays to an already largely delayed system (heat pipes are delaying things extemely)... makes it only harder to get a grip on the thing.
So bottom line... just let the thing run and only design it as big as the steady peak demand requires.
Except that the warmup delays ...
So bottom line... just let the thing run and only design it as big as the steady peak demand requires.
Except that the warmup delays ...
- Sun Apr 30, 2017 10:48 pm
- Forum: Balancing
- Topic: Constant reactor fuel usage/cycling (now a discussion)
- Replies: 24
- Views: 18600
Re: Constant reactor fuel usage invites heat capacity cheating
the player could simply create a timer that only inserted fuel cells into the reactors periodically
That is kind of the point of the mechanic.
We want it to be possible to place nuclear reactor, slap some heat exchangers and steam turbines next to it, setup inserter putting fuel cells to the ...
That is kind of the point of the mechanic.
We want it to be possible to place nuclear reactor, slap some heat exchangers and steam turbines next to it, setup inserter putting fuel cells to the ...
- Sun Apr 30, 2017 9:05 pm
- Forum: Not a bug
- Topic: [0.15.5] Reactor consumes fuel at full power while idle
- Replies: 14
- Views: 10557
Re: [0.15.5] Reactor consumes fuel at full power while idle
Well, that also makes sense, since the heat exchangers stop producing steam below 500C, meaning there is no longer anything removing heat from the reactor. I think you're referring to losses to ambient, but the game doesn't implement that anywhere else, so I wouldn't expect it to have to deal with ...
- Sun Apr 30, 2017 8:57 pm
- Forum: Not a bug
- Topic: [0.15.5] Reactor consumes fuel at full power while idle
- Replies: 14
- Views: 10557
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 was surprised to see ...
I was surprised to see ...
- Sun Apr 30, 2017 8:31 pm
- Forum: Balancing
- Topic: Constant reactor fuel usage/cycling (now a discussion)
- Replies: 24
- Views: 18600
Constant reactor fuel usage/cycling (now a discussion)
*edit* so long as cycling the plant is intended by the devs to be the way to increase efficiency, I've tweaked the subject line and will direct incoming readers towards the later posts in this thread. Mods please move to the relevant forum if desired. *edit*
Reactors consume fuel at a constant 200 ...
Reactors consume fuel at a constant 200 ...
- Sun Apr 30, 2017 7:30 pm
- Forum: Not a bug
- Topic: [0.15.5] Reactor consumes fuel at full power while idle
- Replies: 14
- Views: 10557
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.
- Sun Apr 30, 2017 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 57571
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
This also appears to apply to reactor plants themselves. I had placed reactors out of sequence on my map and had one in the center sitting 20C below the reactor/heat pipes to either side of it.
- Sun Apr 30, 2017 7:21 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 151737
Re: 0.15 Reactor Ratio
Reactors are always at 100% fuel consumption, unlike boilers, so oversizing could be incredibly expensive for a small base.
I think this might be a bug, because if you let the reactors run out of fuel, the temperatures drop proportionally to steam/power demand. I submitted a bug report just in ...
- Sun Apr 30, 2017 6:34 pm
- Forum: Not a bug
- Topic: [0.15.5] Reactor consumes fuel at full power while idle
- Replies: 14
- Views: 10557
[0.15.5] Reactor consumes fuel at full power while idle
Reactors consume one fuel cell per 200 seconds regardless of the thermal load. Reactor fuel use should be proportional to thermal demand. This means a 'shut down' base can not be completely shut down since the reactor plant will consume all of its fuel significantly faster than it would have if all ...
- Sun Apr 30, 2017 1:39 am
- Forum: Releases
- Topic: Version 0.15.4
- Replies: 31
- Views: 28384
Re: Version 0.15.4
Can this be used to reset the permissions on a previously locked down multiplayer save that it being run offline by a player that was not the owner?Added /permissions reset to reset all permissions to default.
- Sat Apr 29, 2017 3:53 am
- Forum: Not a bug
- Topic: [0.15.3] Research bonus descrepancies / confusion
- Replies: 2
- Views: 2084
Re: [0.15.3] Research bonus descrepancies / confusion
I totally could have miscounted, but either way, I believe this could be made clearer. If these are indeed stacking, perhaps the wording should be tweaked to state that the bonus is adding an *additional* percentage?
Also agree with your point on if the percentages are purely added together prior ...
Also agree with your point on if the percentages are purely added together prior ...
- Sat Apr 29, 2017 1:43 am
- Forum: Not a bug
- Topic: [0.15.3] Research bonus descrepancies / confusion
- Replies: 2
- Views: 2084
[0.15.3] Research bonus descrepancies / confusion
- Lab research speed bonuses currently ramp up in 10% increments per level, starting with 20% at level 1, but those do not appear to stack (30s items take 21 seconds at level 2, which means it is -30% and not -20% stacked with -30%).
- Mining productivity research states the same 2% amount for each ...
- Mining productivity research states the same 2% amount for each ...
- Fri Apr 28, 2017 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint GUI: List view?
- Replies: 2
- Views: 1634
Blueprint GUI: List view?
The Blueprint GUI is cool, but the reliance on the large icon view makes blueprint names mostly unreadable as there is only room for ~10 characters. An (optional) list style view would be very handy here and would enable reading of the full blueprint names, as well as showing more items on the ...
- Fri Apr 28, 2017 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Piping: Single tile check valves (plus circuit gate)
- Replies: 0
- Views: 933
Piping: Single tile check valves (plus circuit gate)
With 0.15 changing the previously 1x1 tile pumps with a 2x1 tile version, the ability to use pumps as fluid switching devices (circuit network) becomes significantly more difficult in dense layouts. I think a simple 1x1 tile valve that can be circuit network connected would be helpful here. I ...