Search found 119 matches

by Rhamphoryncus
Wed Jun 07, 2017 8:56 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 240625

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Using the magic wand to place water in sandbox mode gives a scripting error about a missing location field, something like that.. Unselecting "Don't kill the player" works around it.
by Rhamphoryncus
Fri May 05, 2017 8:38 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 45303

Re: Friday Facts #189 - Specifying the 1.0

Has there been any consideration for extending underground pipes as well? They're 1 tile short of a nuclear reactor pair and it's not like I can put a gap between the reactors.
by Rhamphoryncus
Fri May 05, 2017 7:08 pm
Forum: Ideas and Suggestions
Topic: Make underground pipes only 1 tile longer, please :)
Replies: 15
Views: 2767

Re: Make underground pipes only 1 tile longer, please :)

The new nuclear reactors make me really want this. Two of them are 10 tiles wide and there's no options to change their alignment so making underground pipe slightly longer is the only way.
by Rhamphoryncus
Tue May 02, 2017 4:55 am
Forum: Resolved Problems and Bugs
Topic: [Harkonnen] Map exchange overrides advanced setting toggles
Replies: 1
Views: 279

[Harkonnen] Map exchange overrides advanced setting toggles

Paste a map exchange that has the Pollution/Evolution/Enemy Expansion toggles enabled Disable the toggles but do not touch any of the sliders. (I haven't examined the recipe/technology cost behaviour.) Generate map, then save the game and examine the map exchange string (or just quit and go back to...
by Rhamphoryncus
Mon May 01, 2017 4:14 pm
Forum: Not a bug
Topic: [0.15.5] Science Pack and Lab Research stutters
Replies: 5
Views: 1085

Re: [0.15.5] Science Pack and Lab Research stutters

Please reconsider. It should not be an objectively bad way that we warn newbies against. The spacing is less convenient for late game beacons anyway.
by Rhamphoryncus
Mon May 01, 2017 5:43 am
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 94970

Re: 0.15 Reactor Ratio

Fluid collision shouldn't be an issue though, because the fluid gets consumed at the endpoints (the heat exchangers) so there'll be nothing left in the pipes. It'd just take a moment for the fluid type to change. There's no risk of fluid collision anyway. Steam is still the water type, it just rend...
by Rhamphoryncus
Thu Apr 27, 2017 1:17 pm
Forum: Resolved Problems and Bugs
Topic: Factorio lost my login details
Replies: 4
Views: 1999

Factorio lost my login details

I was installing some mods and restarted the game. One mod failed to load so I disabled it and restarted again. Upon restarting I was prompted for username/password despite that I had already been using them. Factorio 0.15.2 Windows 10 No antivirus other than windows defender Installed directly from...
by Rhamphoryncus
Wed Apr 26, 2017 5:13 pm
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 94970

Re: 0.15 Reactor Ratio

FFS, I figured out why the turbines have that odd 5.8 MW rating. You can feed the heat exchangers with steam from boilers (1.8 MW each) and this simply adds to the 10 MW each heat exchanger normally outputs!

Total output is ~57.6 MW. Final ratio is 0.5:10:1:4:10.

Image
by Rhamphoryncus
Tue Apr 25, 2017 11:55 am
Forum: General discussion
Topic: 0.15 Reactor Ratio
Replies: 128
Views: 94970

Re: 0.15 Reactor Ratio

Reactors are 40 MW, heat exchangers are 10 MW, turbines are 5.8 MW. The lowest common multiple I could find is 1160 MW meaning 29 reactors, 116 heat exchangers, and 200 turbines. Twice your big example. Some thoughts: 1160 MW is way too large for most bases. It wonder if it's chosen to avoid any obv...
by Rhamphoryncus
Mon Apr 24, 2017 4:33 pm
Forum: Resolved Problems and Bugs
Topic: Failed update to 0.15.0: No such node (action)
Replies: 7
Views: 1418

Failed update to 0.15.0: No such node (action)

Updating from 0.14.22 and 0.14.23 failed with the same error: No such node (action) 0.001 2017-04-24 10:23:11; Factorio 0.14.23 (build 25374, win64, alpha) 0.001 Operating system: Windows 10 (build 15063) 0.001 Program arguments: "C:\Program Files\Factorio\bin\x64\Factorio.exe" "--mod...
by Rhamphoryncus
Fri Mar 03, 2017 11:36 am
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 41483

Re: Friday Facts #180 - Map interaction

Nice stuff! How about a way to highlight or search for specific ores? It comes up most often with mods but I've seen vanilla players have trouble spotting things too.
by Rhamphoryncus
Fri Feb 24, 2017 8:46 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 108
Views: 32864

Re: Friday Facts #179 - New resource graphics & concrete

Looking awesome! I'm a little concerned that tiny tiles at the edges may not be visible. Normally just an irritant but may cause actual problems when resources are generated adjacent to each other and you get some stone in your copper pipeline .. The different ore types look a little "samey&quo...
by Rhamphoryncus
Fri Feb 03, 2017 6:33 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 29911

Re: Friday Facts #176 - Belts optimization for 0.15

It's impressive how much engineering has to go into something as conceptually simple as inserters just so you never have to think about them!
by Rhamphoryncus
Fri Jan 27, 2017 5:56 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 25944

Re: Friday Facts #175 - Programmable Speaker

I'm curious about global vs per-force as well. I can imagine a PvP server where the scenario does all-forces sounds while each team does their own per-force notifications.

The video itself is, of course, mind blowing.
by Rhamphoryncus
Fri Jan 20, 2017 12:16 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69143

Re: Mylon's Multiple Mods

Concreep attempts to build concrete 1 tile beyond the coverage area on the southern and eastern edges, including marking trees for destruction. Naturally it never gets built. Additionally, it marks trees for destruction on the northern and western edges when they touch the concrete even when their c...
by Rhamphoryncus
Fri Jan 13, 2017 9:18 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 49991

Re: Friday Facts #173 - Nuclear stuff is almost done

The best large scale configuration may be to have two long rows of reactors, offset to provide overlap between the rows. This would give most of the reactors 5x production while still making access for fuel and heat convenient. That was my conclusion, although offset would be ugly so I'm hoping you...
by Rhamphoryncus
Fri Dec 16, 2016 4:29 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 38021

Re: Friday Facts #169 - Combat revisit 2

Sounds like you've got everything in hand! My only concern is it might be too easy to specialize your research and skip right to the end game, especially if you don't need to get any new materials (such as uranium ore).
by Rhamphoryncus
Sat Dec 10, 2016 2:39 am
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 42656

Re: Friday Facts #168 - Nightvision Nightmare

Of the examples provided #1 and #2 are about the same to me, although #2 would probably come out ahead in the middle of a base rather than on the edge. #3 is just bad. In practice I almost never touch nightvision, I don't even research it. The only time I want it is when attacking a biter base in th...
by Rhamphoryncus
Fri Dec 02, 2016 9:18 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 37957

Re: Friday Facts #167 - Reactors Operational

Glad to see the boiler size got reworked. Figuring out build patterns will require more thought.. perhaps running the belt between boiler pairs in the bank in a perpendicular direction, rather than the traditional parallel.. (Replying to myself, weee!) I've found several unique, functional layouts ...
by Rhamphoryncus
Fri Dec 02, 2016 6:17 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 37957

Re: Friday Facts #167 - Reactors Operational

Heat transfer from the nuclear reactor is weird , not at all the simple, straightforward implementation I would expect. I love it! Glad to see the boiler size got reworked. Figuring out build patterns will require more thought.. perhaps running the belt between boiler pairs in the bank in a perpendi...

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