Search found 207 matches
- Thu Apr 23, 2020 7:41 am
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 19176
Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
A question that probably won't matter - Does *Net* output or *Gross* output win? I can also report that I have broken the 730MW barrier so SurprisedPikachu². For some reason my fluid flow calculations did not match effective power. I don't know why. I was too lazy for it :) Are we talking a differen...
- Wed Apr 22, 2020 9:09 am
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 19176
- Wed Apr 22, 2020 9:04 am
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 19176
Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Personally, I would be very surprised if it's possible to exceed 730 MW in 0.18.19. OK, lets be more specific. I can confirm that it is possible to exceed 730 MW on 7 tiles high single cluster reactor on 0.17 stable if brownout resistance is not required. Well, In that case - surprised pikachu.png ...
- Wed Apr 22, 2020 8:06 am
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 19176
Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
That's all fine and good but I wasn't talking about an unlimited height tileable reactor. I was talking about this threads subject which is a single cluster reactor limited to 7 tiles in one axis. So again - Personally, I would be very surprised if it's possible to exceed 730 MW in 0.18.19. The limi...
- Wed Apr 22, 2020 7:35 am
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 19176
Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Personally, I would be very surprised if it's possible to exceed 730 MW in 0.18.19. I have not tested nuclear 0.17 vs 0.18 yet, but I can say it is possibe to exceed 730 MW in 0.17. With these restrictions? I have built a reactor that ran about 1.6 GW but it most definitely was not anywhere near 7 ...
- Wed Apr 22, 2020 5:54 am
- Forum: General discussion
- Topic: How to disable keybind sync?
- Replies: 1
- Views: 799
Re: How to disable keybind sync?
I'm guessing you're using the steam version of the game and it's the steam cloud feature that's doing this. I think you would have to disable the steam cloud feature for Factorio but then you would have to manually transfer your saves too. Maybe someone will chime in with a better answer though.
- Wed Apr 22, 2020 5:05 am
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 19176
Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
So tinkering with this in 0.18.19, I'm at a sustained 717.2374 MW. I think I do need the above question answered before I tinker more but looking at the UI in your video leads me to believe you're running 0.17.79. I don't have the train in just yet but I think that's pretty trivial. Personally, I wo...
- Tue Apr 21, 2020 8:50 am
- Forum: General discussion
- Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
- Replies: 59
- Views: 19176
Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Specify the required game version please. 0.18 experimental or 0.17 stable?
- Sat Nov 23, 2019 5:04 am
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29473
- Fri Apr 12, 2019 7:35 pm
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 17145
Re: Version 0.17.29
This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification. I used this feature in literally every game. It's fantastic when you simply need to lay rail line without doubling them up. I ...
- Fri Mar 22, 2019 2:19 am
- Forum: Gameplay Help
- Topic: Worms spawn too close to player built structures
- Replies: 13
- Views: 4424
Re: Worms spawn too close to player built structures
Doesn't this just force artillery? I don't see how that's a bad thing. IMHO, giving the biters a bit of siege capability to crack the player's defenses towards the end of the mid game in the form of the behemoth worms seems like a pretty good idea to me. It's really pretty much their last chance to...
- Thu Mar 21, 2019 8:58 pm
- Forum: Releases
- Topic: Version 0.17.17
- Replies: 31
- Views: 19141
Re: Version 0.17.17
FactorioBot wrote: ↑Thu Mar 21, 2019 7:49 pmChanges
- Fixed that reverse locomotive power was the same as forward.
Fun fact - IRL, this is actually true! This applies to both electric and steam driven engines.
- Sun Mar 17, 2019 9:01 pm
- Forum: Duplicates
- Topic: [0.17.14] bots endlessly circling between roboport and empty space
- Replies: 2
- Views: 668
- Sun Mar 17, 2019 8:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.14] bots flying in a circle / bots didn't use right network
- Replies: 4
- Views: 2958
- Sun Mar 17, 2019 9:04 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14] Balancer splitter throughput stuttering
- Replies: 5
- Views: 4793
Re: [0.17.14] Balancer splitter throughput stuttering
Actually, I'm pretty sure I was wrong there. Now I think there is something funky up with the splitters. With the following setup, I'm getting frequent mini gaps in the output belt. It sort of seems like the splitter is still doing it's thing based on the old belt speed. factorio splitter bug.png 0e...
- Sun Mar 17, 2019 6:47 am
- Forum: Gameplay Help
- Topic: Upgrade planner modules
- Replies: 7
- Views: 3342
Re: Upgrade planner modules
That mod not integrate into the upgrade planner, making the answer - no.Mr. Tact wrote: ↑Sat Mar 16, 2019 6:33 pmYes, use this mod: https://mods.factorio.com/mod/ModuleInserter
The mod also does not actually work, making the answer - no.
- Sat Mar 16, 2019 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14] Balancer splitter throughput stuttering
- Replies: 5
- Views: 4793
Re: [0.17.14] Balancer splitter throughput stuttering
This is probably just this old thing -
viewtopic.php?f=18&t=60561
See the bottom 3 posts for a fairly detailed explanation.
viewtopic.php?f=18&t=60561
See the bottom 3 posts for a fairly detailed explanation.
- Sat Mar 16, 2019 6:28 pm
- Forum: Gameplay Help
- Topic: Upgrade planner modules
- Replies: 7
- Views: 3342
Upgrade planner modules
Just to make sure I'm not missing it -
Is there a way to make the upgrade planner put modules on an assembler that currently has none and remove all modules from an assembler that has them?
Is there a way to make the upgrade planner put modules on an assembler that currently has none and remove all modules from an assembler that has them?
- Sat Mar 16, 2019 6:26 pm
- Forum: Releases
- Topic: Version 0.17.12
- Replies: 28
- Views: 20249
Re: Version 0.17.12
Since 15.0.0.Ranakastrasz wrote: ↑Sat Mar 16, 2019 4:09 pmWhen did radar range start showing up on the minimap, and why doesnt it shos up on the megamap with a radar selected?
- Sat Mar 16, 2019 6:16 pm
- Forum: Gameplay Help
- Topic: Train Queue Sequencing
- Replies: 1
- Views: 1237
Re: Train Queue Sequencing
I *think* that the train that has been waiting to enter a block the longest gets priority and I think that it was that way in the 0.16 builds.
That being said, that behavior isn't always optimal. If it was, we wouldn't use stop lights on our roads!
That being said, that behavior isn't always optimal. If it was, we wouldn't use stop lights on our roads!