I'm seeing this issue as well. Water running east or south has temperature applied differently than water running north or west
Here's a vanilla save file that can reproduce the issue: https://dl.dropboxusercontent.com/u/658 ... rature.zip
Search found 15 matches
- Wed Oct 12, 2016 2:33 am
- Forum: Resolved Problems and Bugs
- Topic: Boiler Misbehaviour
- Replies: 19
- Views: 28044
- Sun Oct 09, 2016 5:37 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 121208
Re: [0.14] Reactors
I agree that the liquid is cooler. I see you fixed the exploit that let you use less water for cooling. Personally I think you should have included the heat transfer constant. That way there might be some use for having a fluid temperature indicator. That said, I also see you've made this mod signif...
- Sat Oct 08, 2016 12:28 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 121208
Re: [0.14] Reactors
well, yah, if you have the setup first then the reactor will heat up and can produce more power than it can sustain.
This setup seems to reach equilibrium at 29.3 though: http://imgur.com/a/jUBlw
I think the difference here is I manged to get 426 units of water in the reactor, rather than 421.
This setup seems to reach equilibrium at 29.3 though: http://imgur.com/a/jUBlw
I think the difference here is I manged to get 426 units of water in the reactor, rather than 421.
- Fri Oct 07, 2016 8:19 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 121208
Re: [0.14] Reactors
Ah nice. Yah if you stuff the reactor with water using express pumps rather than underfilling it, you can get more production. I manged to get 29.2 MW with 4 express pumps. Recalculation fixes it for this scenario as well.
- Thu Oct 06, 2016 2:41 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 121208
Re: [0.14] Reactors
I felt compelled to make this change because I figured I could make a control using combinators that read the temperature and accumulators to make a better control than the default one you had, even with the woefully inaccurate guesses. To be honest, I think engineering is more interesting when the ...
- Thu Oct 06, 2016 2:15 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 121208
Re: [0.14] Reactors
GotLag. Do you have a repo to accept pull requests? I have two changes I've tested out that I like. 1. I've swapped out your reactions icon group for this one (I made it, it's yours if you want it or not): http://i.imgur.com/lvsarqr.png 2. I see you were planning to add a throttle signal. I think re...
- Thu Sep 29, 2016 12:51 am
- Forum: Mods
- Topic: [0.14.22] SlowMo - Slower Stuff! 0.1.1
- Replies: 22
- Views: 15136
Re: [0.14.1] SlowMo - Slower Stuff! 0.1.0
The reason your mod crashes in the zip is you have a uppercase issue with one of your file names, and zip is case sensitive (windows isn't. This mod crashes on linux and mac) Here it is: /SlowMo_0.1.0/graphics/Slow_Electric_MIning_Drill_North.png Slow_Electric_MIning_Drill_North.png _Electric_MIning...
- Fri Jan 22, 2016 10:19 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 60121
Re: Friday Facts #122 - Better circuit network (Part 1)
I've had a lot of fun messing with the splitters, turning them into sorting machines. To be honest I'm a little sad to see the behavior changed, but even still, you have my blessing there. It's funny, it's useless, and it's harmless, but I think it's better that splitters didn't have this unexpected...
- Fri Jan 22, 2016 3:17 am
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 131352
Re: Splitter not working properly
That's a clever fix.
- Tue Dec 23, 2014 12:04 am
- Forum: Balancing
- Topic: Poor balance of electric poles/substation costs
- Replies: 26
- Views: 22889
Re: Poor balance of electric poles/substation costs
I have to agree with OP. I've altered the way I build factories in response to the cost of those power poles. Because of that, I basically never use them for anything, ever. I never put myself into a situation where I need to power something 3-tiles away. It's actually rather easy to avoid once you ...
- Wed May 07, 2014 10:10 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 347783
Re: [MOD 0.9.8] Treefarm v1.0.1
I was just playing with the fields, and tried the exact same thing filippe did, and found that when you limited the inventory that the farm just voided the wood. Frankly, that's just strange behaviour. At the minimum, if the farm can't harvest it, the wood shouldn't just disapear into the eather, it...
- Wed May 07, 2014 9:57 pm
- Forum: Modding help
- Topic: Creating a different kind of belt splitter
- Replies: 6
- Views: 3750
Re: Creating a different kind of belt splitter
I was thinking of this splitter type as well. While I'm sorry to say that I don't think you can mod it in, you can definately do this in vanilla in a pretty tight form factor, check it out:
that said. I like yours more
that said. I like yours more
- Tue May 06, 2014 4:44 pm
- Forum: Not a bug
- Topic: [0.9.8] Poor astronaut drowned
- Replies: 6
- Views: 3917
Re: [0.9.8] Poor astronaut drowned
I would really call this more of a sub bug of the impossible start bug. Which is a very annoying bug. I don't want to regenerate 10 times if I have hard map conditions.
- Fri May 02, 2014 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.* & 0.8.8] Major sound delay on Linux
- Replies: 31
- Views: 18458
Re: [0.9.* & 0.8.8] Major sound delay on Linux
I'm sorry that all I can do is report that this issue is manifesting itself on my linux box as well. Ubuntu 13.10
I wish I could tell you more.
I wish I could tell you more.
- Thu Apr 24, 2014 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: Supply Mission chests are mineable
- Replies: 2
- Views: 1268
Supply Mission chests are mineable
mining them immediately crashes the mission. with a popup: Notice Error 2 while running the vent handler: /opt/factorio/temp/currently-playing|control.lu:366: LuaEntity API call when entity target is zero ok, yah. This is a silly bug, but Accidentally mining the chest is a possibilty. The campaign h...