Search found 684 matches

by hoho
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.

Artman40 wrote:I found a problem. Namely, the the science pack production has stopped, the production icons for research packs don't show up.
You can always switch to a longer time period and find the packs from the list that way.
by hoho
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 ...
by hoho
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 ...
by hoho
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?
by hoho
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?
by hoho
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.
by hoho
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

solntcev wrote:There is no limit on speed bonuses.
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.

Of course, it takes mods to ever get to that point with labs.
by hoho
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 ...
by hoho
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 ...
by hoho
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
by hoho
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.
by hoho
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 ...
by hoho
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 ...
by hoho
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 ...
by hoho
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 ...
by hoho
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 ...
by hoho
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 ...
by hoho
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
by hoho
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 ...
by hoho
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

MeduSalem wrote:About the 2x3 setup... I'm actively experimenting around with such a configuration:
Any chance for a blueprint string?

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