Search found 119 matches

by Rhamphoryncus
Wed Aug 31, 2016 11:50 am
Forum: Resolved Problems and Bugs
Topic: Boiler Misbehaviour
Replies: 19
Views: 4036

Re: Boiler Misbehaviour

I did say what mod I used and attach it...
by Rhamphoryncus
Wed Aug 31, 2016 9:05 am
Forum: Resolved Problems and Bugs
Topic: Boiler Misbehaviour
Replies: 19
Views: 4036

Re: Boiler Misbehaviour

0.14.2. Did you load the creative mode mod? I'm using the passive energy void it provides to load the steam engines.
by Rhamphoryncus
Wed Aug 31, 2016 8:44 am
Forum: Resolved Problems and Bugs
Topic: Boiler Misbehaviour
Replies: 19
Views: 4036

Re: Boiler Misbehaviour

Bottom ones do 100% of their capacity at each step so they quickly reach 100%. The top ones inexplicably do something like heating 50% of the cold water, next one does 50% of what remains, next does 50% of that, etc. It never reaches 100%. They were also left for 20 minutes at speed 10. They should ...
by Rhamphoryncus
Wed Aug 31, 2016 6:26 am
Forum: Resolved Problems and Bugs
Topic: Boiler Misbehaviour
Replies: 19
Views: 4036

Boiler Misbehaviour

http://i.imgur.com/wNFMYcn.png?1 Two sets of boilers and steam engines. In the top one the pipe before the boilers was removed, water was allowed to fully drain, then replaced. In the bottom one the pipe immediately after the boilers was removed, time was waited for temperature and pressure to equa...
by Rhamphoryncus
Mon Aug 29, 2016 11:44 pm
Forum: Ideas and Suggestions
Topic: [Train Pathing] Include Ghost Images
Replies: 7
Views: 1395

Re: [Train Pathing] Include Ghost Images

I see two ways the game could go: Biters attack rails (bot only sometimes? What about signals?) Ghost rails are included in paths. All trains get equipped with roboports. Train roboports are constantly active (but may slow/stop the train when they trigger.) OR Biters ignore rails as currently. Only ...
by Rhamphoryncus
Sat Aug 27, 2016 6:35 am
Forum: Resolved Problems and Bugs
Topic: [0.14.1] Desync
Replies: 2
Views: 357

Re: [0.14.1] Desync

Apparently I can't read and I was on *EU* West. I didn't even notice, despite me being in canada.

Also, have some more desync reports. I can no longer connect, I just get into a desync loop.
by Rhamphoryncus
Sat Aug 27, 2016 5:45 am
Forum: Ideas and Suggestions
Topic: Scroll up in chat
Replies: 16
Views: 3509

Scroll up in chat

It would be nice if you could use pageup/pagedown to scroll the chat, maybe a quarter of a page at a time.
by Rhamphoryncus
Sat Aug 27, 2016 5:42 am
Forum: Resolved Problems and Bugs
Topic: [0.14.1] Desync
Replies: 2
Views: 357

[0.14.1] Desync

On the Factorio One US West server (there's another report or two about the US *East* server.)

I happened to be on top of an inserter, pressing right against the corner of an assembler. No idea if that was the cause or not but it didn't happen again after reconnecting.

<3 kovarex
by Rhamphoryncus
Sat Aug 27, 2016 5:33 am
Forum: Ideas and Suggestions
Topic: Console contrast improvement (it's hard to read right now)
Replies: 19
Views: 4361

Grey background for chat

Chat is really hard to read sometimes, especially over a really busy factory. If it had a grey background, maybe 50% transparent, it would help a lot.
by Rhamphoryncus
Sat Aug 20, 2016 3:29 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 18297

Re: Nuclear Power from a Nuclear Engineer

Well the waste could be recycled intofuel again through adequate processing. I'm not a specialist, but I know we use MOX nuclear plants in Europe, that are able to generate electricity with what's considered as waste, and I bellieve there are fast reactors that can burn a lot more things and leave ...
by Rhamphoryncus
Wed Aug 17, 2016 11:22 pm
Forum: General discussion
Topic: Map generation - Only one map - Seed defines pos
Replies: 56
Views: 15935

Re: [0.13.16] Map generation - Only one map - Seed defines pos

I second the request to treat this as a bug. Yes, the approach is fine; mathematically, using an extremely large surface and using the seed as an offset makes perfect sense. However, the fact that AntiElite found multiple overlapping seeds is strong evidence that it's not implemented right.
by Rhamphoryncus
Wed Aug 17, 2016 2:45 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 18297

Re: Nuclear Power from a Nuclear Engineer

If the interface is simple you throttle down when the accumulators hit 75% and throttle up when they hit 25%. A more complicated interface just changes how and when you do the throttling. You should never hit 100% or 0%.

Same as backup steam actually.
by Rhamphoryncus
Wed Aug 17, 2016 2:19 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 18297

Re: Nuclear Power from a Nuclear Engineer

bobucles wrote:The challenge begins when you want 80-100% nuke power. Bases consume a varying amount of juice, which nukes would hate. At that point you need all sorts of things to keep your energy stable and happy.
All you need is a pile of accumulators. You wouldn't even notice nuclear has a slow response.
by Rhamphoryncus
Wed Aug 17, 2016 12:13 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 18297

Re: Nuclear Power from a Nuclear Engineer

Waste disposal isn't a concept factorio currently has. If you get too much of something you can just put it in a chest and shoot the chest. Having to do this is a sign you're doing something wrong or the mod you're using is doing something wrong. Put another way: everything you produce should be use...
by Rhamphoryncus
Tue Aug 16, 2016 11:40 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 18297

Re: Nuclear Power from a Nuclear Engineer

We need to be wary of systems that frontload all their complexity on new players. Any sort of sensitive overload mechanic would be inscrutable to a new player while an experienced one would say "yeah, wire a circuit to an inserter and a pump and it self-regulates" and invalidate the entire...
by Rhamphoryncus
Mon Aug 15, 2016 6:12 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 18297

Re: Nuclear Power from a Nuclear Engineer

I quite like how you've approached this. In particular inputting acid into something like a pump-jack sounds like an interesting mechanic. I'm unsure about having to locate deposits via a radiometer. If you have to walk everywhere to find them (rather than look at your radar) you cover much less gro...
by Rhamphoryncus
Thu Aug 11, 2016 4:00 am
Forum: Ideas and Suggestions
Topic: Mining locomotive / rail
Replies: 8
Views: 1473

Re: Mining locomotive / rail

0.13 fixed this for ores (mining trees or whatever disables mining of ore until you release the button). 0.13 also reduced the mining time for rails, making it a much more common problem in vanilla. I'd love to see this fixed for trains/rails as well as anything/bots.
by Rhamphoryncus
Fri Aug 05, 2016 4:02 am
Forum: Ideas and Suggestions
Topic: [0.13] Roboport option to output construction needs
Replies: 9
Views: 3550

Re: [0.13] Roboport option to output construction needs

I was writing up my own suggestion for this but rather than make a new post I'll just add it here, since it's basically the same concept argued a little differently. When reading logistic network contents via wire on a roboport it should include outstanding requests and construction items. This woul...
by Rhamphoryncus
Wed Jul 13, 2016 5:32 pm
Forum: Resolved Problems and Bugs
Topic: *[0.13.3][Twinsen] Stack inserter waiting for the full stack
Replies: 7
Views: 3496

Re: *[0.13.3][Twinsen] Stack inserter waiting for the full stack

I'm just assuming this is fallout from the original fix. An inserter going to and from ground gets no placement timeout at all, returning with a mostly-full stack:
Image
by Rhamphoryncus
Tue Jun 28, 2016 9:35 pm
Forum: Not a bug
Topic: "Enable commands" shouldn't be an option for public games
Replies: 1
Views: 385

"Enable commands" shouldn't be an option for public games

The game I'm in just got hit by a troll that issued a console command that deleted everything near spawn. The server used the default settings: public, no password, "allow commands" was set to true. It shouldn't even be possible to have a public, unpassworded game that allows commands, nev...

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