You can always switch to a longer time period and find the packs from the list that way.Artman40 wrote:I found a problem. Namely, the the science pack production has stopped, the production icons for research packs don't show up.
Search found 684 matches
- Mon May 08, 2017 5:08 am
- Forum: Implemented Suggestions
- Topic: Research graph similar to production graphs to visualize research speed over time.
- Replies: 6
- Views: 3865
Re: Research graph similar to production graphs to visualize research speed over time.
- Mon May 08, 2017 5:04 am
- Forum: Energy Production
- Topic: Kovarex w/ feedback loop
- Replies: 22
- Views: 16917
Re: Kovarex w/ feedback loop
Potato, potatoh, ye.
Your own design only has one flaw in my opinion, Medu: Those Active Provider chests. Why not make them Passive Providers so they'll fill up and jam the production process and shut down the Kovarex plant?
It's a matter of taste, obviously. I too had regular provider chests ...
Your own design only has one flaw in my opinion, Medu: Those Active Provider chests. Why not make them Passive Providers so they'll fill up and jam the production process and shut down the Kovarex plant?
It's a matter of taste, obviously. I too had regular provider chests ...
- Wed May 03, 2017 4:00 pm
- Forum: General discussion
- Topic: Testing science- and energyefficiency of chained science lab
- Replies: 75
- Views: 40186
Re: Testing efficiency of chained science labs
I am assuming you can still produce 2 copper wire in 1 tick?
Yes. A machine can complete one craft per tick at most, doesn't matter how many products it generates.
I'm not sure how it works with productivity.
What happens as you approch this limit. I.e. 1.5 tick craft time? do you get 2 crafts ...
Yes. A machine can complete one craft per tick at most, doesn't matter how many products it generates.
I'm not sure how it works with productivity.
What happens as you approch this limit. I.e. 1.5 tick craft time? do you get 2 crafts ...
- Wed May 03, 2017 2:38 pm
- Forum: 1 / 0 magic
- Topic: [0.15.5] create_directories(p): invalid argument
- Replies: 13
- Views: 11359
Re: [0.15.5] create_directories(p): invalid argument
Wildly stabbing in the dark, is any of the files in factorio (saves) directory or the directory itself set as read-only?
- Wed May 03, 2017 2:29 pm
- Forum: 1 / 0 magic
- Topic: [0.15.5] create_directories(p): invalid argument
- Replies: 13
- Views: 11359
Re: [0.15.5] create_directories(p): invalid argument
Does it happen with just that one save game or with others as well?
- Wed May 03, 2017 2:13 pm
- Forum: 1 / 0 magic
- Topic: [0.15.5] create_directories(p): invalid argument
- Replies: 13
- Views: 11359
Re: [0.15.5] create_directories(p): invalid argument
Looks like for some reason the game can't write to some directories. Is your hard drive perhaps out of free space?
Not having permissions as stenio said is another possibility.
Not having permissions as stenio said is another possibility.
- Wed May 03, 2017 12:47 pm
- Forum: General discussion
- Topic: Testing science- and energyefficiency of chained science lab
- Replies: 75
- Views: 40186
Re: Testing efficiency of chained science labs
Technically, there is. You can't complete more than one craft per tick. I assume in case of science labs, that means you can't consume more than one "bottle" per tick.solntcev wrote:There is no limit on speed bonuses.
Of course, it takes mods to ever get to that point with labs.
- Wed May 03, 2017 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Fuel Wagons for Trains
- Replies: 3
- Views: 2433
Re: Fuel Wagons for Trains
For example, I have a 1-1-1 train right now that goes both ways, but my train stations all have 2-4, meaning I cannot ever refuel there because it would insert everything into my wagon (though I could rotate the first locomotive).
An obvious solution would be to have different refueling stations ...
An obvious solution would be to have different refueling stations ...
- Wed May 03, 2017 12:36 pm
- Forum: Implemented Suggestions
- Topic: Research graph similar to production graphs to visualize research speed over time.
- Replies: 6
- Views: 3865
Re: Research graph similar to production graphs to visualize research speed over time.
It would be nice to see how fast the research has been made over the minutes and hours, just like there are production and electricity graphs.
How would you quantify that, exactly? What would be the numbers you'd see on those graphs?
As was said, science "bottles" are shown in production ...
How would you quantify that, exactly? What would be the numbers you'd see on those graphs?
As was said, science "bottles" are shown in production ...
- Wed May 03, 2017 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Deforest er vehicle
- Replies: 11
- Views: 7107
Re: Deforest er vehicle
Tank flamethrower is excellent at clearing trees. It kills them instantly and with around 5-6 tile wide range and unlike handheld flamethrower, it won't really set stuff on fire.
Of course, you won't be harvesting those trees
Of course, you won't be harvesting those trees
- Wed May 03, 2017 12:04 pm
- Forum: Ideas and Suggestions
- Topic: My World Preset
- Replies: 2
- Views: 1754
Re: My World Preset
It's possible to add them via mods and it's not terribly difficult. Here are a couple of examples:
https://mods.factorio.com/mods/Ambaire/ ... -bobs-ores
https://mods.factorio.com/mods/Huggabea ... os-presets
Just download, extract and modify them according to your interests.
https://mods.factorio.com/mods/Ambaire/ ... -bobs-ores
https://mods.factorio.com/mods/Huggabea ... os-presets
Just download, extract and modify them according to your interests.
- Wed May 03, 2017 11:58 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 181418
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I've considered this, not sure how I want to do this yet.
Specifically, I considered making the satellite return a remote control.
You click the remote control on a spot.
Satellite comes barrelling down with an asteroid in tow.
Multiple atomic bombs levels of destruction, apocalypse and ...
Specifically, I considered making the satellite return a remote control.
You click the remote control on a spot.
Satellite comes barrelling down with an asteroid in tow.
Multiple atomic bombs levels of destruction, apocalypse and ...
- Wed May 03, 2017 11:35 am
- Forum: Show your Creations
- Topic: [0.15] UPDATE - Tens and Tens of Blueprints
- Replies: 10
- Views: 13457
Re: [0.15] Tens and Tens of Blueprints
It seems to be just the raw blueprint storage file from factorio root directory where the game stores them. Not sure why it's .bin and not .dat. Mine is .dat but it might be it's due to running in Linux. Renaming it to .dat worked for me.
I'm not really seeing a clean way to import them besides ...
I'm not really seeing a clean way to import them besides ...
- Wed May 03, 2017 11:23 am
- Forum: Ideas and Suggestions
- Topic: [1.5] Thoughts after about 20 hours of play (and a .gif!)
- Replies: 6
- Views: 4559
Re: [1.5] Thoughts after about 20 hours of play (and a .gif!)
It's been shown that a standard starting-area deposit of Uranium can power a decent factory for some 1500-2000 hours That's probably with enrichment process. When I cleare out my in-base uranium deposit, I got around 140 U235 in total. I also didn't want to spend it all since I was waiting for ...
- Wed May 03, 2017 9:37 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2269491
Re: Development and Discussion
Making that more complicated with having to deliver some acid via train to 5+ remote outposts with RSO is for me the very definition of annoying... :)
And the rest of Angel's isn't with all the massive fluid processing, loads of different steps of processing, getting half a dozen different ...
And the rest of Angel's isn't with all the massive fluid processing, loads of different steps of processing, getting half a dozen different ...
- Wed May 03, 2017 6:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 181418
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
You removed evolution settings, maybe you should remove difficulty cost too and integrate it with factorio vanilla multiplier if it is not done automatically by the client when a player chooses a higher value.
Well, the "difficulty" of SCT isn't quite the same as in vanilla. In SCT, the difficulty ...
Well, the "difficulty" of SCT isn't quite the same as in vanilla. In SCT, the difficulty ...
- Wed May 03, 2017 4:59 am
- Forum: Energy Production
- Topic: Kovarex w/ feedback loop
- Replies: 22
- Views: 16917
Re: Kovarex w/ feedback loop
I'm using a version with no circuitry:
It's possible to achieve pretty much exact same results without circuits and fewer smart inserters and it'll be more compact to boot!
Screenshot_20170503_075825.png
It's not too pretty (it kind of grew organically) but shows the basic idea.
The trick is ...
It's possible to achieve pretty much exact same results without circuits and fewer smart inserters and it'll be more compact to boot!
Screenshot_20170503_075825.png
It's not too pretty (it kind of grew organically) but shows the basic idea.
The trick is ...
- Tue May 02, 2017 11:40 am
- Forum: Energy Production
- Topic: Nuclear power with steam storage tanks
- Replies: 24
- Views: 65312
Re: Nuclear power with steam storage tanks
Thanks! Working great
- Mon May 01, 2017 7:49 pm
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 19858
Re: [0.15] Nuclear Locomotives
I really like the idea behind this mod but I have a question, is there a possibility of allowing your custom fuel to produce a waste product that can be reprocessed similar to the spent nuclear cells?
Not without it clogging stuff up in the train. Problem is, the game doesn't really support having ...
Not without it clogging stuff up in the train. Problem is, the game doesn't really support having ...
- Mon May 01, 2017 4:32 pm
- Forum: Energy Production
- Topic: Nuclear power with steam storage tanks
- Replies: 24
- Views: 65312
Re: Nuclear power with steam storage tanks
Any chance for a blueprint string?MeduSalem wrote:About the 2x3 setup... I'm actively experimenting around with such a configuration: