Search found 1033 matches
- Mon Oct 07, 2019 4:35 am
- Forum: Gameplay Help
- Topic: So deathworld...
- Replies: 7
- Views: 2458
Re: So deathworld...
Played a bunch of games with extremely high enemies (including all settings in .16 turned up to max, and some mods that made certain things like ores much worse). There are two key things with aliens: 1) they ONLY send guys your way if their nest is close, or if your pollution is touching them and 2...
- Thu Oct 03, 2019 11:50 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 31595
Re: A Case for Balancing Nuclear Power
To be clear, are you saying that the turbine simply shuts down when you tried to put steam above 1000C into it? Because I think that's expected. The prototype definition for the generator (the type of which the turbine is) includes a value for "maximum_temperature", but it doesn't explain...
- Thu Oct 03, 2019 7:24 pm
- Forum: Modding discussion
- Topic: Balancing recipes?
- Replies: 13
- Views: 4430
Re: Balancing recipes?
Realistically, a lot of the other power requirements should be brought down . A megawatt at 480 V AC is ~2083 amps, or very thick bundle of cables . Going into a machine smaller than like, a 10x10x10 foot room (we can say 3x3x3 meter, doesn't matter). I know someone who worked at a factory that only...
- Thu Oct 03, 2019 7:00 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 31595
Re: A Case for Balancing Nuclear Power
As far as UPS goes, the best way to deal with it is decreasing the number of buildings. That can be achieved by adding additional tiers of steam turbine that work at higher temperatures, or simply increasing the max temperature of nuclear steam and the heat pipe system in the first place. You could...
- Thu Oct 03, 2019 9:44 am
- Forum: Modding help
- Topic: non-modular entities and modules
- Replies: 9
- Views: 2522
non-modular entities and modules
I tried making a small mod for myself, to add modules to boilers (note: name = "boilers", not heat exchangers) so I could see the results. Would efficiency generate less power, or be more effective? etc... Unfortunately after trying a bunch of different methods to add modules, permitted ef...
- Thu Oct 03, 2019 9:32 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Simple Mining Productivity spreadsheet
- Replies: 0
- Views: 2734
Simple Mining Productivity spreadsheet
I made a personal spreadsheet for infinite Mining Productivity research for 0.16.51 which can be used to calculate the break-even point of infinite resources with and without productivity modules. Was wondering if anyone would like it, and I could update it for .17 costs and the change to Mining Pro...
- Thu Oct 03, 2019 9:03 am
- Forum: Balancing
- Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
- Replies: 41
- Views: 17143
Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
Stone [...] was always the least-used resource It is, but map generation also places accorgingly less stone than the others. Interesting, never noticed that. Maybe map generation could generate larger amounts of stone near water (if it doesn't already) to... encourage players on how to use it. Woul...
- Thu Oct 03, 2019 8:28 am
- Forum: Modding interface requests
- Topic: inheriting from and unlocking with technology
- Replies: 1
- Views: 719
inheriting from and unlocking with technology
A detail pertaining to same-tier things or technology that descends from another. Currently, technology is explicitly named as following another. This breaks with internal technology name changes or mods that change names, unlocks, etc. Instead, a technology or recipe could specify it unlocks alongs...
- Thu Oct 03, 2019 7:51 am
- Forum: Balancing
- Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
- Replies: 41
- Views: 17143
Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
Stone probably needed to be rebalanced in general. Haven't see how it affects .17 science since now you need railroads, but it was always the least-used resource, next to wood. (only ten bricks per electric furnace for what? two production packs?) Then you go to make refined concrete, and just burn ...
- Thu Oct 03, 2019 7:42 am
- Forum: Balancing
- Topic: Tiered difficulty for nests
- Replies: 21
- Views: 8550
Tiered difficulty for nests
I think a mechanic should be introduced that nests have a "maximum difficulty". As it stands it's often an "all-or-nothing" approach to enemy bases, even with mods. For most of the game it's difficult/very difficult/impossible to take on nests, and then boom, you can wipe the flo...
- Thu Oct 03, 2019 7:28 am
- Forum: Technical Help
- Topic: Mod settings missing scrollbar and scaling issue
- Replies: 1
- Views: 1369
Mod settings missing scrollbar and scaling issue
Just updated to .17 (steam stable), and at the default "automatic" scaling, the mod settings window is missing the scrollbar. (2560x1440 res, it chose 125%). factorio mod settings.png At 100% and 150% the scrollbar exists. A side note on the scaling, I had my previous scale option at appar...
- Thu Oct 03, 2019 7:20 am
- Forum: Gameplay Help
- Topic: Oil is stupid.
- Replies: 7
- Views: 3678
Re: Oil is stupid.
I see this post is a month old, but I often get fluid handling before oil production, and just throw any extra oil products into tanks. I don't know if .17 made it much different (only just did the update), but I absolutely would do it, because otherwise oil products are super annoying to deal with....
- Thu Oct 03, 2019 7:14 am
- Forum: Gameplay Help
- Topic: "Can't mix fluids" rotate building anyway
- Replies: 1
- Views: 971
"Can't mix fluids" rotate building anyway
I don't get why this 'feature' was introduced. I would often change recipes and re-route pipes, or rotate buildings before/after doing things, and now it just complains and won't do anything. Worse when the building has no recipe, and one of the pipes is correct, but I can't choose the recipe becaus...