Search found 81 matches

by vangrunz
Tue Mar 07, 2023 3:24 pm
Forum: Ideas and Suggestions
Topic: Limit offshore pump output depending on lake size
Replies: 29
Views: 7117

Re: Limit offshore pump output depending on lake size

Though the renew rate is likely not able to support full pump rate, which is (part) of the reason why I'm supporting this idea of limiting pump flow rate based on lake size. I don't get the point why the "renew rate is likely not able to support full pump rate". What you'd like to have is...
by vangrunz
Tue Mar 07, 2023 2:22 pm
Forum: Ideas and Suggestions
Topic: Remove Cliff Explosives Research If Cliffs Are Disabled
Replies: 6
Views: 1149

Re: Remove Cliff Explosives Research If Cliffs Are Disabled

Considering that combat related items are not removed from the game if biters are disabled, I don't see the point in this request.... How can biters be completely disabled? I only know the "Peaceful mode" where they spawn but not attack on their own, so weapons are still useful to clean a...
by vangrunz
Tue Mar 07, 2023 2:06 pm
Forum: Ideas and Suggestions
Topic: Limit offshore pump output depending on lake size
Replies: 29
Views: 7117

Re: Limit offshore pump output depending on lake size

The fact that there's vegetation so far from water sources (and reliably so) is indication to me that the devs consider the planet as having rain, they just didn't bother putting in the weather effects. The clouds (also part in the Graphic Settings) support this hypothesis. Emulating rain from the ...
by vangrunz
Mon Mar 06, 2023 5:04 pm
Forum: Ideas and Suggestions
Topic: Limit offshore pump output depending on lake size
Replies: 29
Views: 7117

Re: Limit offshore pump output depending on lake size

To continue this train of thought, mining drills would need more production time the less resources are available, assuming it has to search longer for the remaining ones. Why to limit water flow speed or water at all? It never rains in Factorio, so the water must come to an end, sooner or later. Un...
by vangrunz
Mon Mar 06, 2023 3:59 pm
Forum: Ideas and Suggestions
Topic: Signal letters fonts
Replies: 7
Views: 1982

Re: Signal letters fonts

+1 & installed, don't mind the old thread if the topic is still up-to-date.

The modified zero is also known as the EDP zero. Since I grew up with MS-DOS & monospace fonts I'll write it that way by hand, too, not to confuse similar signs.
by vangrunz
Mon Mar 06, 2023 3:46 pm
Forum: Ideas and Suggestions
Topic: Colliding deconstruction/construction planners: Fish & Landfill
Replies: 0
Views: 390

Colliding deconstruction/construction planners: Fish & Landfill

Scenario: There's a Lake that you want to Landfill using a Blueprint using Construction Robots. Issue: In this Lake there's a lot of Fish you'd like to catch before the water it lives in is land-filled. Following the Wiki, Fish is only generated once with the map and will neither despawn nor respaw...
by vangrunz
Sat Feb 25, 2023 12:52 am
Forum: Not a bug
Topic: [1.1.74] (Personal) robot energy calculation?
Replies: 7
Views: 954

Re: [v1.1.74] (Personal) robot energy calculation?

I think you misunderstood the statement. Just because it's working as intended doesn't mean there isn't an idea that might be better. It just means it's not a bug. The statement was clear: it is "intended". Intended functions have the status to me "leave it as it is" so I don't ...
by vangrunz
Fri Feb 24, 2023 11:18 pm
Forum: Not a bug
Topic: [1.1.74] (Personal) robot energy calculation?
Replies: 7
Views: 954

Re: [v1.1.74] (Personal) robot energy calculation?

Loewchen wrote: ↑
Fri Feb 24, 2023 11:15 pm
Everything you describe is working as intended.
OK, then there's no need for a feature request.
by vangrunz
Fri Feb 24, 2023 11:12 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Multiple personal roboports do not discharge simultaneously
Replies: 5
Views: 2032

Re: [1.1.74] Multiple personal roboports do not discharge simultaneously

Thanks for changing the topic, it's now much more precise.
by vangrunz
Fri Feb 24, 2023 11:07 pm
Forum: Not a bug
Topic: [1.1.74] (Personal) robot energy calculation?
Replies: 7
Views: 954

Re: [v1.1.74] (Personal) robot energy calculation?

This has been discussed before[...]" I've searched but nothing found within the last 4 years. I apologize if I missed that thread. They can be merged if desired. [...] robots are UPS-lite precisely because they're stupid like this. Even more so with roboport-based robots; a robot that doesn't ...
by vangrunz
Fri Feb 24, 2023 10:56 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Multiple personal roboports do not discharge simultaneously
Replies: 5
Views: 2032

Re: [v1.1.74] Personal Roboports Recharge behaviour

Assuming you're right why is only one roboport drained and not the one a robot is currently using?
by vangrunz
Fri Feb 24, 2023 10:28 pm
Forum: Not a bug
Topic: [1.1.74] (Personal) robot energy calculation?
Replies: 7
Views: 954

[1.1.74] (Personal) robot energy calculation?

Constructing large areas with eg. refined concrete, having 2 roboports mk2 & 50 construction robots, results in a weird behaviour regarding recharge operation. Robots pick up tiles from my inventory, fly to their destination, place them down, come back to me to pick up the next tiles and so on. ...
by vangrunz
Fri Feb 24, 2023 10:00 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Multiple personal roboports do not discharge simultaneously
Replies: 5
Views: 2032

[1.1.74] Multiple personal roboports do not discharge simultaneously

There're two personal roboports MK2 in my power armour inventory, supplying 50 robots. Scratching whole forests from the map or placing large fields of refined concrete gives the robots a lot of work to do, so they need to recharge several times until all is done and they can come "home". ...
by vangrunz
Thu Feb 23, 2023 8:19 am
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2459

Re: Can Steam power be prioritized?

While that is true enough, Radar are dirt cheap. Beacons are not. [...] Steam Engines are much cheaper than Steam Turbines, even paired up agains the one Turbine. I hope I got this right: We're disussing about a setup to burn wood away from the map, resulting in wasting energy & materials exact...
by vangrunz
Wed Feb 22, 2023 11:55 pm
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2459

Re: Can Steam power be prioritized?

Yes, every other electric source such as steam engines, steam turbines or solar cells should be priorized over accumulators. I'd prefer steam turbines over steam engines even if you're using them just with boilers having 165Β°C. The output is much higher, 1.8 MW instead of 900 kW.
by vangrunz
Wed Feb 22, 2023 11:47 pm
Forum: Gameplay Help
Topic: need help with heat pipe layout, pls
Replies: 6
Views: 1957

Re: need help with heat pipe layout, pls

Just to throw in...heat pipes can also be used as an energy buffer which is also described on the wiki page about heat pipes. I have built a large buffer around the "unused" spaces left & right of my setup as well as beneath them (the heat exchangers are on top of my setup), so should ...
by vangrunz
Wed Feb 22, 2023 10:09 pm
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2459

Re: Can Steam power be prioritized?

Most commonly, I set up a dedicated boiler or three, fed wood from the logistics network, and the steam engines are on their own separate power grid, and the only thing they power are a bunch of otherwise pointless radars. Radar are fairly high demand entities, that do not require a lot of material...
by vangrunz
Tue Feb 21, 2023 11:15 pm
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 39
Views: 13673

Re: Criticism: Belt Immunity Equipment

I should search before I make a new thread, so here I am! The Belt Immunity Equipment has a size of 1x1. The only other equipment that has this size is a solar panel which is quite useless a) at night & b) if you have fusion reactors. Nobody needs 30 kW at the half of the day if you can have a p...
by vangrunz
Tue Feb 21, 2023 10:41 pm
Forum: Not a bug
Topic: [v1.1.74] Construction Robots build normal Concrete over Hazard Concrete Ghost
Replies: 10
Views: 1504

Re: [v1.1.74] Construction Robots build normal Concrete over Hazard Concrete Ghost

The mod printing that message would have been the CharacterModHelper which tries to detect whether a character selector mod is active if at least two character mods have replaced the default character. miniMAXIme can be a character selector mod, but that depends on a startup setting. The startup se...
by vangrunz
Tue Feb 21, 2023 10:08 pm
Forum: Not a bug
Topic: [v1.1.74] It's possible to set a deconstruction planner filtered on landfill while landfill can't be removed
Replies: 6
Views: 1463

Re: [v1.1.74] It's possible to set a deconstruction planner filtered on landfill while landfill can't be removed

Am I right that this landfill is one of the only scenarios where I can deconstruct only ghosts but not set tiles/entities? So landfill seems to be the only irreversible thing in Factorio, at least known to me (apart from mining resources, unless you use mods which can make them infinite). Nevermind,...

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