Search found 76 matches

by Kingdud
Thu Nov 21, 2019 9:02 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.79] Efficiency not listing on in-game tooltip of placed generator?
Replies: 3
Views: 2703

Re: [Bilka] [0.17.79] Efficiency not listing on in-game tooltip of placed generator?

lol sorry. For what it's worth, I looked into using reactors and boilers, but both of those require using the fluid system under the covers, and the performance hit of that is what I'm trying to avoid. The goal of the mod, overall, is to make nuclear a viable megabase power option (so getting the UP...
by Kingdud
Thu Nov 21, 2019 8:52 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.79] Efficiency not listing on in-game tooltip of placed generator?
Replies: 3
Views: 2703

[Bilka] [0.17.79] Efficiency not listing on in-game tooltip of placed generator?

I'm making a custom entity via mod and setting it to be 25% efficient (it's a generator type). I noticed a few things and I wonder if any/all of them are intentional: effectivity for the entity itself only affects the tooltip display and does NOT change the efficiency of the generator itself. Settin...
by Kingdud
Wed Oct 09, 2019 7:19 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 3904

Re: Balancing recipes?

For all indentured porpoises my mod will only be useful to people at megabase levels. Why? Well, you *could* build the LWR and LMR (IIRC) reactors before launching a rocket, but the entire purpose of the mod is to make the UPS hit of nuclear not a thing. That means I'm fixing a problem that only occ...
by Kingdud
Tue Oct 01, 2019 8:33 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 3904

Re: Balancing recipes?

Agreed, I feel less bad about my scaling now. Thanks. (Still welcome to hear other viewpoints from readers though!)
by Kingdud
Tue Oct 01, 2019 8:24 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 3904

Re: Balancing recipes?

95% of the materials in a nuclear reactor are the concrete and steel. 35% of all the steel used at a nuclear site is just the rebar in the concrete. So, if anything, 500 steel is about right and 500 red chips/copper is where it goes sideways. It should be more like 10 red chips and 30 copper. :p
by Kingdud
Tue Oct 01, 2019 8:08 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 3904

Re: Balancing recipes?

Believe me, I am well aware of the materials science problems. :p But I also don't want to introduce Angel's/Bob's levels of ore complexity into a nuclear mod. I'm ok with a reasonable suspension of disbelief. It's just a bit silly when I see mods where you get something that's totally amazing, like...
by Kingdud
Tue Oct 01, 2019 7:31 pm
Forum: Modding discussion
Topic: Balancing recipes?
Replies: 13
Views: 3904

Balancing recipes?

I'm working on a mod and have hit a bit of a balancing issue. I try to bring some sense of realism to what I do because I figure while we play this fine game, why not also teach that, yes, indeed, X really does use more/less material than Y and if you google that you'll find the same information I u...
by Kingdud
Sun Jun 30, 2019 1:50 pm
Forum: Gameplay Help
Topic: [0.17.52] Fluid flows up but not down?
Replies: 15
Views: 4200

Re: [0.17.52] Fluid flows up but not down?

Great, so never allow fluids to flow in from the top because the game logic can't handle it. "Not a bug! Just fucking dumb!"
by Kingdud
Sun Jun 30, 2019 1:12 pm
Forum: Gameplay Help
Topic: [0.17.52] Fluid flows up but not down?
Replies: 15
Views: 4200

Re: [0.17.52] Fluid flows up but not down?

See also: https://forums.factorio.com/viewtopic.php?t=19851 input side.JPG Here's a screenshot of the input side (well, part of it, the input side for both one 'up' and one 'down' row. As you can see, at not time does fluid flow vertically between the rows, both are fed directly by a fluid source c...
by Kingdud
Sun Jun 30, 2019 12:57 pm
Forum: Gameplay Help
Topic: [0.17.52] Fluid flows up but not down?
Replies: 15
Views: 4200

Re: [0.17.52] Fluid flows up but not down?

edit: I lost my temper, stand by. Please open the map and look at the setup before telling me to read basic fluid mechanics posts I read and utilized 2+ years ago, and have kept up on in the time between. I have spent most of my professional career hunting bugs. I know exactly what I'm doing. You wi...
by Kingdud
Sun Jun 30, 2019 12:55 pm
Forum: Gameplay Help
Topic: [0.17.52] Fluid flows up but not down?
Replies: 15
Views: 4200

Re: [0.17.52] Fluid flows up but not down?

Something I think you're missing: there are no vertical connections across feed lines. From the fluid origin to the drain the ONLY vertical connection is the drain itself. And the drains on 'up' and 'down' flows are identical in their demand quantity. IE: 1 row of 50 chemical plants with 'up' intake...
by Kingdud
Sun Jun 30, 2019 12:46 pm
Forum: Gameplay Help
Topic: [0.17.52] Fluid flows up but not down?
Replies: 15
Views: 4200

Re: [0.17.52] Fluid flows up but not down?

Rseding91 wrote: ↑
Sun Jun 30, 2019 12:45 pm
Moving to gameplay help.
Uh, why? This is almost certainly a bug.
by Kingdud
Sun Jun 30, 2019 12:24 pm
Forum: Gameplay Help
Topic: [0.17.52] Fluid flows up but not down?
Replies: 15
Views: 4200

[0.17.52] Fluid flows up but not down?

I was making a design to create rocket fuel and wanted to test whether bots or belts were more performant. However, when I made the belt design, half the chemical plants take their input from the top, and the other half take it from the bottom (in the bot factory, everything took it from the bottom)...
by Kingdud
Fri May 03, 2019 3:53 am
Forum: Mods
Topic: [0.17.x] Smelter UPSgrade
Replies: 0
Views: 472

[0.17.x] Smelter UPSgrade

https://mods.factorio.com/mod/SmelterUPSGrade The design idea was simple: My current factorissimo layout can hold 405 electric furnaces in a 12-beacon setup. This is a standard blueprint I use and like. The problem is, in my games, I hit a point where I had so many smelters that they were a signific...
by Kingdud
Thu May 02, 2019 11:34 am
Forum: Modding help
Topic: Smelting bug?
Replies: 4
Views: 1005

Re: Smelting bug?

Bingo. 405 ore in, 405 plates out.
by Kingdud
Thu May 02, 2019 12:43 am
Forum: Modding help
Topic: Smelting bug?
Replies: 4
Views: 1005

Re: Smelting bug?

No. The crafting speed is the same as the normal furnaces, around 4 crafts per second IIRC. *does math* 5 crafts per second, my bad. So one craft every 12 or so ticks.
by Kingdud
Wed May 01, 2019 1:43 pm
Forum: Modding help
Topic: Smelting bug?
Replies: 4
Views: 1005

Smelting bug?

Thanks for all the help so far. This morning I was continuing to work on my bulk smelter and found an interesting/frustrating problem. It appears to be 10% slower than it should be. If I build 405 electric furnaces, put 12 beacons around each one, 2 prod mods in each one, and let them run, they stab...
by Kingdud
Wed May 01, 2019 11:53 am
Forum: Modding help
Topic: [Solved] Modify entity scale
Replies: 3
Views: 705

Re: Modify entity scale

...really? dogblammit. Why the snowflake does this carrotting thing start at 1 when every other sane language starts at 0?! fuuuuuuuuuuuuuuuuuuuuu!
by Kingdud
Tue Apr 30, 2019 11:08 pm
Forum: Modding help
Topic: [Solved] Modify entity scale
Replies: 3
Views: 705

[Solved] Modify entity scale

Yet another noob question. I am making a big electric furnace. As in, the normal furnace is 3x3, mine is 38x38. I think what i want to do (because I suck at graphics and just want to re-use the existing ones) is to change the 'scale' property of the animation. Am I right? If not, what's the best way...
by Kingdud
Tue Apr 30, 2019 2:07 pm
Forum: Modding help
Topic: [Solved] Stumped on adding recipe category.
Replies: 2
Views: 584

Re: Stumped on adding recipe category.

Derp. Thanks.

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