i kind of solved the problem..
experimented (or: randomly connected pumps and boilers and steam engines) a little bit and suddenly it worked. but only with one specific connection (among 20 others that i made). removing this one connection and it all goes to hell again
Search found 107 matches
- Mon Aug 05, 2013 4:11 pm
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 19037
- Mon Aug 05, 2013 5:58 am
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 19037
Re: pipes - "water flow resistance"?
i will try to upload the savegame or something like that. luckily you'r able to see in which direction the water flows in pipes. yes i know that a pump can handle 10 engines. why i placed 3 for every 20 engines? well because even with 3 pumps the last 2-4 engines dont have their full or even no perf...
- Sun Aug 04, 2013 5:44 pm
- Forum: Gameplay Help
- Topic: pipes - "water flow resistance"?
- Replies: 23
- Views: 19037
pipes - "water flow resistance"?
we now know the the steam engines reduce the water flow ("consume" water). however i cant explain to myself why the exact same setups of 30 boiler + 20 engines + 3 pumps allways differ from each other in terms of water flow/energy production the only thing that changes between 5 or 6 rows ...
- Sun Aug 04, 2013 8:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.6.1]mining drill arrows/express splitter
- Replies: 4
- Views: 2418
Re: [0.6.1]mining drill arrows/express splitter
what was the key binding for console again?
i know i used it before but cant remember
i know i used it before but cant remember
- Fri Aug 02, 2013 1:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.1]mining drill arrows/express splitter
- Replies: 4
- Views: 2418
[0.6.1]mining drill arrows/express splitter
cant disable "show mining drill arrows when detailed info is on" after unchecking it, and going into detailed info, it still shows the arrows and re-checks itself in the options. express splitter still need normal transport belts to craft? since fast splitter need fast belts shouldnt it be...
- Mon Jul 29, 2013 3:19 pm
- Forum: General discussion
- Topic: express splitter sill need normal transport belts?
- Replies: 0
- Views: 4337
express splitter sill need normal transport belts?
am i missing something or why does the express splitter still needs normal belts instead of express belts?
- Mon Jul 29, 2013 3:17 pm
- Forum: General discussion
- Topic: Factorio Developer Interview
- Replies: 1
- Views: 7314
Re: Factorio Developer Interview
myratax WOOHOOO NICE
fan on yours
awesome that you made that interview and promoted it on youtube
factorio definitely needs more PR
fan on yours
awesome that you made that interview and promoted it on youtube
factorio definitely needs more PR
- Mon Jul 29, 2013 12:19 pm
- Forum: Pending
- Topic: [0.6.0] some weird electricity stuff
- Replies: 3
- Views: 4418
[0.6.0] some weird electricity stuff
loaded a savegame and after a while i was wondering why the electric demand satisfaction wasnt at 100%. a few values: 78 steam engines -> ~39kW; amount needed: 24kW production was at 24kW (bar was full) consumption was 24kW (bar at probably 70%) but EVERYTHING was working just fine so i went for a w...
- Mon Jul 29, 2013 6:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.6.0] Char is invisible right after getting out of a car
- Replies: 2
- Views: 1675
Re: [0.6.0] Char is invisible right after getting out of a c
can confirm this allthough its pretty random when the char is invisible.
seems to happen more if the car is facing in specific directions then in other
seems to happen more if the car is facing in specific directions then in other
- Sun Jul 28, 2013 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Idea for the goal in the late game - supply ships on orbit
- Replies: 44
- Views: 38797
Re: Idea for the goal in the late game - supply ships on orb
In the middle/late game, you wouldn't be still able to build the defense and end the game, but the ships would be already arriving, with no supplies and tools left. The goal would be to build supply rockets and send them to the orbit, so you would buy more time to prepare for the landing. Needed su...
- Sat Jul 27, 2013 11:47 pm
- Forum: Implemented Suggestions
- Topic: Factor 1000 for energy
- Replies: 32
- Views: 11688
Re: Factor 1000 for energy
ssilk definetly made a point.. im electrician and im always thinking: hmm 90w for a drill..thats not even a hand-sized electric motor. the stuff i work with is 5kW+++++..and these engines are much smaller than a beer barrel :) (but still produce a HELL of a lot tourque!..try to stop a 1kw engine wit...
- Sat Jul 27, 2013 2:32 pm
- Forum: Releases
- Topic: Update 0.6.0
- Replies: 34
- Views: 33599
Re: Update 0.6.0
awesome update! love all the new textures! terrain is now looking much much better. great job. but oh my god how many of these damn module does one need to have to produce?!^^ looked at the raw materials for a lvl 3 one..holy shit - THATS a lot of copper :) found a little unfortunate energy consumpt...
- Sat Jul 27, 2013 2:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.6.0] Crash - Electric Furnace
- Replies: 2
- Views: 1663
Re: [0.6.0] Crash - Electric Furnace
only "shift-clicking" it causes crash.
inserting it manually doenst
inserting it manually doenst
- Wed Jul 17, 2013 1:54 pm
- Forum: Gameplay Help
- Topic: Replays wont work
- Replies: 2
- Views: 5516
Re: Replays wont work
there are still problems with replays.
so if its not working - its probably not your fault.
may work sometimes, and somestimes it doesnt.
so if its not working - its probably not your fault.
may work sometimes, and somestimes it doesnt.
- Sat Jul 06, 2013 6:25 pm
- Forum: Not a bug
- Topic: [0.5.3] strange boiler/steam engine behaviour
- Replies: 8
- Views: 7933
Re: [0.5.3] strange boiler/steam engine behaviour
1 pump and 1,5 boilers per engine to a maximum of 10 engines (and therefore 15 boilers) per pump in a row.
what i build: 3 pumps 39 boilers 26 engines
what i build: 3 pumps 39 boilers 26 engines
- Sat Jun 22, 2013 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.5.2] bug or feature - upside down energy statistic?
- Replies: 4
- Views: 2510
[0.5.2] bug or feature - upside down energy statistic?
totally random: clicking on different time settings on a random pole (tested with small and medium poles) sometimes causes the energy statistic to turn upside down like in the pic. below (no clear evidence wich time change i.e. 5s-10m or 1h-50h causes it.seems to be random) http://s14.postimg.org/qx...
- Sat Jun 22, 2013 8:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.5.1] sandbox crash after loading - new chest
- Replies: 2
- Views: 1965
Re: [0.5.1] sandbox crash after loading - new chest
confirmed fix with new savegame.
.5.1 savegame same error.
havnt praised the auto-updater yet....sorry
its so cool !!
.5.1 savegame same error.
havnt praised the auto-updater yet....sorry
its so cool !!
- Fri Jun 21, 2013 5:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.5.1] sandbox crash after loading - new chest
- Replies: 2
- Views: 1965
[0.5.1] sandbox crash after loading - new chest
when i load my sandbox savegame the "chest yes-no" "all tech yes-no" buttons pop up and if clicking yes (chest), the game crashes with the following error message obviously it doesnt find a non colliding position. however, these buttons shouldnt pop up in the first place http://w...
- Thu Jun 20, 2013 2:12 pm
- Forum: General discussion
- Topic: thoughts about [0.5.0]
- Replies: 29
- Views: 18297
Re: thoughts about [0.5.0]
it would be nice if there was some kind of illumination in sandbox mode at night - except lamps.
when exploring new regions/ building in unlit areas..well..its just pitch dark and youre doomed to wait until the sun rises
when exploring new regions/ building in unlit areas..well..its just pitch dark and youre doomed to wait until the sun rises
- Fri Jun 14, 2013 4:43 pm
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 30628
Re: indicator for mines that ran out of deposits
I had other idea. What if mining drills that mined everything would just become rusty ruins of the miner instead. The player could mine the ruins for some almost useless resources, so he would usually leave those mining sites there, this would play nicely with the game atmosphere. i like it :D addi...