You're not supposed to have two kinds of ore on the same belt.
And if you do, in the full game you can research smart inserters which can be filtered by item type, and use that.
You can split the resources before they get there. Or have in mind that the inserters prefer to get the item on the far ...
Search found 193 matches
- Tue Jul 01, 2014 9:04 am
- Forum: Gameplay Help
- Topic: Furnace only holds two ores?
- Replies: 9
- Views: 6106
- Fri Jun 27, 2014 8:58 am
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14296
Re: [MOD 0.9.x +] Zlowdown v1.5
I haven't had a chance to try your mod yet (waiting for 0.10.2) but does anything funny happen when fuel value/power use gets bigger than the original unit? E.g if something uses 100kW originally and I multiply it by 20 would it be 2000kW or 20MW? I mean can the game handle values like 2000kW or ...
- Fri Jun 27, 2014 8:37 am
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14296
Re: [MOD 0.9.x +] Zlowdown v1.0
It seems like a simple loop over the fuel-value string to determine the lenght of unit of measure. Shouldnt' take more than 3-5 lines of code.
Gotta leave something for future versions of the mod :)
Though, yeah, I'm not sure if it is worth it. Are there any items with fuel value/power ...
Gotta leave something for future versions of the mod :)
Though, yeah, I'm not sure if it is worth it. Are there any items with fuel value/power ...
- Fri Jun 27, 2014 8:13 am
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14296
Re: [MOD 0.9.x +] Zlowdown v1.0
Known issues:
Modification of fuel values and lab power consumption will not behave correctly if the unit specification in the original prototype is not the last two letters of the string.
Could you not just check per each character if it's a letter or number?
http://rosettacode.org/wiki ...
Modification of fuel values and lab power consumption will not behave correctly if the unit specification in the original prototype is not the last two letters of the string.
Could you not just check per each character if it's a letter or number?
http://rosettacode.org/wiki ...
- Fri Jun 27, 2014 7:36 am
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14296
Re: [MOD 0.9.x +] Zlowdown v1.5
Version v1.5 released.
Changelog:
Fuel value increase now applies to all items with a fuel_value. Base fuel value of solid fuel is now 25 as in the original prototype.
Power consumption / speed reduction now applies to all labs.
Pollution to join attack increase now applies to all units which ...
Changelog:
Fuel value increase now applies to all items with a fuel_value. Base fuel value of solid fuel is now 25 as in the original prototype.
Power consumption / speed reduction now applies to all labs.
Pollution to join attack increase now applies to all units which ...
- Fri Jun 27, 2014 7:36 am
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14296
Re: [MOD 0.9.x +] Zlowdown v1.0
1. Fuel - It would take me some research to figure out how to parse the base fuel values (given as strings), I'll figure it out eventually unless someone gives me a pointer first. pointer: string.sub(string, first index[, last index]) or (variable) str:sub(first index[, last index]), the last index ...
- Wed Jun 25, 2014 2:01 pm
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14296
Re: [MOD 0.9.x +] Zlowdown v1.0
I haven't had the chance to try it out and am a bit concerned how nice it plays with a ton of other mods enabled.
For example I usually run my Factorio with at least Treefarm, Yukoki, DyTech (now modular), Bobplates, Ores etc.
Does it generally slow down the game progress even for mods?
If yes ...
For example I usually run my Factorio with at least Treefarm, Yukoki, DyTech (now modular), Bobplates, Ores etc.
Does it generally slow down the game progress even for mods?
If yes ...
- Tue Jun 24, 2014 9:36 pm
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14296
Re: [MOD 0.9.x +] Zlowdown v1.0
Thanksperkel wrote:So keep on going dude. You are doing fine job !
- Sun Jun 22, 2014 8:05 pm
- Forum: Mods
- Topic: [MOD 0.9.x +] Zlowdown v1.6
- Replies: 18
- Views: 14296
[MOD 0.9.x +] Zlowdown v1.6
tl;dr: This mod slows down most automated processes in your factory. Manual actions remain unchanged.
Motivation:
I like to play Factorio in an economics-minded way, maximizing my ROI and growing as fast as possible; if not to keep up with the ever-evolving biters, then as a speed-run. However ...
Motivation:
I like to play Factorio in an economics-minded way, maximizing my ROI and growing as fast as possible; if not to keep up with the ever-evolving biters, then as a speed-run. However ...
- Sun Jun 22, 2014 9:30 am
- Forum: Modding help
- Topic: Setting mod priority
- Replies: 2
- Views: 1834
Setting mod priority
I'm writing a mod that modifies a wide range of existing prototypes with foreach loops. I want it to be usable in conjunction with other mods, so that it modifies any prototypes added by those mods as well. For that to work, my mod must be loaded after the other mods; but there is no particular mod ...
- Sat Jun 21, 2014 11:24 pm
- Forum: Modding help
- Topic: Modding Research lab speed?
- Replies: 12
- Views: 6361
Re: Modding Research lab speed?
Are you sure this works? I tried adding the tag to the lab and it had no effect.bobingabout wrote:You've gone through this huge convoluted process here.
I cloned the lab, and added the tag "crafting_speed = 2," and it seems to work.
- Tue Jun 17, 2014 10:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Oil leaks
- Replies: 4
- Views: 4620
Re: [0.9.8] Oil leaks
Cool!slpwnd wrote:Thanks for the report. There was a leak indeed. This is now fixed for 0.10.1.
- Sun Jun 15, 2014 10:38 pm
- Forum: General discussion
- Topic: Modules in Pumpjacks
- Replies: 16
- Views: 35700
Re: Modules in Pumpjacks
Lets say I put in a 20% speed module, does that basically mean I'm getting 0.120 / s?
Yes. For depleted wells you want speed modules, no question.
However, for non-depleted wells, speed modules speed up the rate of depletion, while productivity modules do not.
It can be mathematically shown ...
- Sun Jun 15, 2014 9:24 pm
- Forum: Gameplay Help
- Topic: Boiler / steam engine ratio
- Replies: 4
- Views: 6113
Re: Boiler / steam engine ratio
Well, you can do much more with 100kW of electricity than with 100kW of fuel energy since burner machinery is much less efficient. Just compare the burner inserter with a regular inserter - the burner consumer more than 10 times the energy but is slower than the normal energy. It doesn't really ...
- Sun Jun 15, 2014 9:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Oil leaks
- Replies: 4
- Views: 4620
Re: [0.9.8] Oil leaks
Is there any way to see if the oil really vanishes or if the pumpjack just pumps slower? I always thought that was what happened when the filling speed dropped.
Yes. If you open the pumpjack GUI you see the progress bar filling at the normal speed. The electricity usage of the pumpjacks is normal ...
Yes. If you open the pumpjack GUI you see the progress bar filling at the normal speed. The electricity usage of the pumpjacks is normal ...
- Sun Jun 15, 2014 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Oil leaks
- Replies: 4
- Views: 4620
[0.9.8] Oil leaks
When I connect a pumpjack to a storage tank, the tank starts to fill up at a certain rate.
When the tank starts to get full (say, 2000 units out of the max capacity of 2,500 units), the rate at which its storage fills up decreases. This is despite the fact that the pumpjack is still operating at ...
When the tank starts to get full (say, 2000 units out of the max capacity of 2,500 units), the rate at which its storage fills up decreases. This is despite the fact that the pumpjack is still operating at ...
- Sun Jun 15, 2014 7:38 pm
- Forum: Modding help
- Topic: Using onload
- Replies: 2
- Views: 1846
Re: Using onload
What you want to use is the oninit function. Oninit triggers whenever the mod is first loaded in the map, so when you load a map created without the mod, the game recognizes that the mod was added and runs its oninit function instead of onload.
The reason it happens after several minutes is ...
The reason it happens after several minutes is ...
- Sun Jun 15, 2014 6:17 pm
- Forum: Modding help
- Topic: Using onload
- Replies: 2
- Views: 1846
Using onload
I'm writing a mod that, among other things, modifies some existing technologies and recipes, and adds a new item (unlocked by one of the existing technologies).
If I enable the mod and load a saved game created without the mod, the technologies and recipes remain with the original prototype, and ...
If I enable the mod and load a saved game created without the mod, the technologies and recipes remain with the original prototype, and ...
- Sun Jun 15, 2014 4:58 pm
- Forum: Gameplay Help
- Topic: Boiler / steam engine ratio
- Replies: 4
- Views: 6113
Re: Boiler / steam engine ratio
Boilers have a power output of 390kW, steam engines 510kW, hence the roughly 1.3:1 ratio.
Of course, the power generated is the minimum between what the boilers can support and what the engines can, so if you build extra of one of them you'll have built it for nothing (though it's not a huge ...
Of course, the power generated is the minimum between what the boilers can support and what the engines can, so if you build extra of one of them you'll have built it for nothing (though it's not a huge ...
- Sat Jun 14, 2014 7:58 pm
- Forum: Show your Creations
- Topic: OAK's Full Underground Factory
- Replies: 9
- Views: 14687
Re: OAK's Full Underground Factory
Cute.
I'm sticking with the old gods though.
I'm sticking with the old gods though.