Search found 61 matches

by mrtux
Tue Mar 03, 2015 10:27 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

It's quite simple to make the thing behave like TE . I already have lua code for this and will add it for the next release so it will take power from the hot liquid once the hot and cold liquid connections are made to supply itself with power. That's a nice idea. :) As for why a heat exchange requi...
by mrtux
Mon Mar 02, 2015 12:00 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

I was a bit puzzled about the Heat Exchange requiring fuel. It turned out that after burning the first piece of wood the machine kept running on its own. Is this intended behaviour?
(Factorio 0.11.16 and Uranium Power 0.5.3)
by mrtux
Sun Mar 01, 2015 7:10 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

They transfer heat from water to water. ;)

Just try it out: Run a pipeline of 100Β° water through one side (marked red/hot) and cold water through the other and see what happens to the temperatures.
by mrtux
Sun Mar 01, 2015 7:08 pm
Forum: Show your Creations
Topic: Massively Multiplayer Part 2: 100M Green Circuits
Replies: 15
Views: 19141

Re: Massively Multiplayer Part 2: 100M Green Circuits

I have an off-topic question: How did you create the Maps Dump?
by mrtux
Sun Mar 01, 2015 6:49 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

Reactor no longer use fuel as energy is added directly to its buffer based on the amount and type of fuel assemblies in the reactor port. As for the error, breaking and replacing the reactor and its port will fix the problem. I don't quite know why the migration script did not work for you. It woul...
by mrtux
Sun Mar 01, 2015 6:47 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

I don't quite understand how to get it to work. It feel really really complicated and I got lost =\ Is there any way to set this up besides copying the build from the screens? Which part? For the water heating, the simplest would be to just pipe water through the reactor and feed it to the steam en...
by mrtux
Sun Mar 01, 2015 10:34 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

I tried version 0.5.3 (download link in signature) on a savegame that came from 0.5.1 with Factorio 0.11.16 and I keep getting the following message: Error while running the event handler: __UraniumPower__/control.lua:288: attempt to perform arithmetic on field '?' (a nil value) Klicking "ok&qu...
by mrtux
Sun Mar 01, 2015 10:13 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

Unfortunately, that is out of my control :) However, it will soon be remedied after I release 0.6.0 as that is when I will start a new thread. The current situation is only temporary and transitional, so you'll have to excuse the complications. I only added a signature to my post recently when it b...
by mrtux
Sat Feb 28, 2015 1:36 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

If you're not aware, I'm the developer and maintainer of this mod now and keep my own github for this. See my signature for details. I really wasn't. You footer contains the relevant post (on page 17, which I frankly did not read). Do you think the link could be included in the opening post? The id...
by mrtux
Fri Feb 27, 2015 8:21 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211330

Re: [0.11.x] Uranium Power

I really like the mod :) Took me a while to get a nice layout for the enrichment process, but that's what Factorio is about! The heat exchanger never really came to use – but that may be due to Dytech providing pipes with vast capacity. I never came to the point where one pipe could not fully utilis...
by mrtux
Tue Feb 24, 2015 2:24 am
Forum: Modding interface requests
Topic: Animation mode: stretch
Replies: 0
Views: 2373

Animation mode: stretch

I created an animation that would represent a process in an assembly-like machine, which ideally takes as much time as the assembly process for one item (which varies between recipes). Instead of keeping a global list of assembly machines and updating the animation speed on every tick, it would be n...
by mrtux
Tue Feb 24, 2015 2:10 am
Forum: Modding help
Topic: Lua event for assembler state
Replies: 1
Views: 1162

Re: Lua event for assembler state

+1

I am missing an event for recipe changes in the assembler.
by mrtux
Mon Feb 23, 2015 2:06 pm
Forum: Modding help
Topic: Blender Settings
Replies: 2
Views: 12093

Re: Blender Settings

It is, thank you! :)

I searched the forum for "blender" but somehow seem to have missed it in the results. :/
by mrtux
Sat Feb 21, 2015 6:05 pm
Forum: Modding help
Topic: Blender Settings
Replies: 2
Views: 12093

Blender Settings

I have created a model (including animation) in Blender, but I am a bit stuck with one issue: How are the camera and light/environment settings to match the models in Factorio? I can (and so far did) experiment to get the angels right, but some definitive statement would be really great (maybe even ...
by mrtux
Mon Feb 16, 2015 10:49 pm
Forum: Modding help
Topic: Option/Method for rotated Assembly-Animation ?
Replies: 4
Views: 1796

Re: Option/Method for rotated Assembly-Animation ?

This looks nice. :) Where do you use it?
by mrtux
Fri Feb 06, 2015 12:27 pm
Forum: Implemented Suggestions
Topic: Smart Train Stops
Replies: 7
Views: 4772

Re: Smart Train Stops

ssilk wrote:Possibilities to control the train stop are planned for 0.12.

See also https://forums.factorio.com/forum/vie ... ?f=3&t=678
and some FFF's.
I must have overlooked the part on train stops, sorry. Looking forward to 0.12 then. :)
by mrtux
Fri Feb 06, 2015 12:25 pm
Forum: Implemented Suggestions
Topic: Smart Train Stops
Replies: 7
Views: 4772

Re: Smart Train Stops

Being able to manually control signals could work as well, not only for this, but other places where you might want more control over where / how the trains go. You could for example have an extra siding for an idle train, and using the signals, you could deploy it to your line when demand is high ...
by mrtux
Fri Feb 06, 2015 12:14 pm
Forum: Implemented Suggestions
Topic: Smart Train Stops
Replies: 7
Views: 4772

Smart Train Stops

How about a "Smart Train Stop"? Instead of setting a timeout on the train, the train stop decides whether to give a green or red light and the train waits until the train stop says "go". I imagine the train stop being connected to the logistics network via red/green cables simila...
by mrtux
Fri Dec 05, 2014 11:58 am
Forum: Resolved Problems and Bugs
Topic: [0.11.4] Various Triggers for Crash in Map Editor
Replies: 5
Views: 1812

Re: [0.11.4] Various Triggers for Crash in Map Editor

That was quick, thanks!

I'm looking forward to the next release. :D
by mrtux
Thu Dec 04, 2014 10:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.4] Various Triggers for Crash in Map Editor
Replies: 5
Views: 1812

Re: [11.4] Various Triggers for Crash in Map Editor

ssilk wrote:Used 0.11.4 or 0.11.3?
0.11.4 (as stated in the topic)


0.11.3 has been running fine for hours. :)

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