Heatr pipe connection: read temp
Reactor connection: % depleted
Search found 46 matches
- Mon May 08, 2017 6:28 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Circuit Connection to Nuclear Reactor
- Replies: 10
- Views: 7827
- Mon May 08, 2017 5:29 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactor and Heat pipes connectable to circuit networ
- Replies: 5
- Views: 3762
Re: Nuclear Reactor and Heat pipes connectable to circuit networ
In fact my nuclear setup relay on long heat pipes and over sized heat exchanger and turbines. 4 reactors, 252 heat pipes, 120 turbines and 72 exchanger, with a peak of 696 MW.
I feed it in cycles of 2 nuclear cells to each reactor.
I feed it in cycles of 2 nuclear cells to each reactor.
- Mon May 08, 2017 4:23 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactor and Heat pipes connectable to circuit networ
- Replies: 5
- Views: 3762
Re: Nuclear Reactor and Heat pipes connectable to circuit networ
Heated 1 reactor, 1 heat pipe and one heat echanger to 1000C each. Attached a storage tank to heat exchanger output and deleted the reactor. Finally connected water to heat exchanger. Final steam value ~10k Repeated with 2 heat pipes Final steam value ion tank: ~15.1k The only usable energy in heat ...
- Mon May 08, 2017 2:57 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactor and Heat pipes connectable to circuit networ
- Replies: 5
- Views: 3762
Nuclear Reactor and Heat pipes connectable to circuit networ
The heat pipes are the densest form of energy storage right now(1 heat pipe@1000C ~ 5.1k steam@500C) . Being able to know, from the reactor, the remaining time to finish the current fuel cell and from a pipe the temperature we could calculate when to add more fuel or wait for the system to utilize t...
- Thu Apr 27, 2017 12:29 am
- Forum: Pending
- Topic: [for 0.16] [0.15] Reconnecting to a paused server creates ghost player
- Replies: 4
- Views: 2762
[for 0.16] [0.15] Reconnecting to a paused server creates ghost player
I hope It's not reported because I couldn't find a previous report. The bug happens also in 0.14.22+. When a client re-enters a paused server by him, it generates a ghost character with same name but empty inventory. To recover the original character the server must be unpaused at least once and rec...
- Wed Apr 26, 2017 6:05 pm
- Forum: Gameplay Help
- Topic: Blueprint multiplcation
- Replies: 1
- Views: 1096
Re: Blueprint multiplcation
I hope there was a easy way to delete book and blueprint items.
- Wed Apr 26, 2017 3:58 pm
- Forum: General discussion
- Topic: Dealing with Trees
- Replies: 8
- Views: 4843
Re: Dealing with Trees
Trees would really make a new formidable enemy if they regrowth.
- Tue Apr 25, 2017 11:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Concrete recipe Total raw displaying wrong values
- Replies: 7
- Views: 5003
Re: [0.15.1] Concrete recipe Total raw displaying wrong values
I play on Steam windows 10. requested file: https://drive.google.com/open?id=0B9YE5T-bS1fCek9UNkNmNVMwcE0 After uploading the file, I uninstalled the game and deleted "%appdata%\Roaming\Factorio". Then configured again the beta 0.15.x in steam, downloaded the game again and created a new s...
- Tue Apr 25, 2017 7:32 pm
- Forum: Minor issues
- Topic: [15.1] Doodads not removed when placing curved rail
- Replies: 1
- Views: 1487
[15.1] Doodads not removed when placing curved rail
The game doen's delete small plants when placing curved rails(manual or bot). Plants get cleared when placing rects and diagonal rails.
- Tue Apr 25, 2017 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Concrete recipe Total raw displaying wrong values
- Replies: 7
- Views: 5003
Re: [0.15.1] Concrete recipe Total raw displaying wrong values
Yes, playing from steam changing to beta program 0.15.x
- Tue Apr 25, 2017 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Concrete recipe Total raw displaying wrong values
- Replies: 7
- Views: 5003
Re: [0.15.1] Concrete recipe Total raw displaying wrong values
I've Closed the game, deleted mods folder, verified game files. Then started a new sandbox game (Default preset). Same result, total raw still displays weird values.
- Tue Apr 25, 2017 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Concrete recipe Total raw displaying wrong values
- Replies: 7
- Views: 5003
[0.15.1] Concrete recipe Total raw displaying wrong values
As seen on the following picture: 0.4 steel 11.1 time
- Thu Apr 06, 2017 8:16 pm
- Forum: Show your Creations
- Topic: 22 Billion Wall. Modular - Bucket brigade
- Replies: 3
- Views: 4062
Re: 22 Billion Wall. Modular - Bucket brigade
I see you do the arrow thing I like I do on my wall BP's so you know your roboports are going the right way. :) However, I have been working on an "upgrade" using the wires using the variables R and L. Thus from one to set request form left or request from right. Another upgrade I just ad...
- Thu Apr 06, 2017 5:49 pm
- Forum: Show your Creations
- Topic: 22 Billion Wall. Modular - Bucket brigade
- Replies: 3
- Views: 4062
22 Billion Wall. Modular - Bucket brigade
Introduction This is my most refined late game certified wall design. Thrump approved. http://i.imgur.com/FLCQa2hm.jpg Zoological usage certified.(Insed circle) http://i.imgur.com/U20n6utm.png Outpost usage certified.(Outside Circle) http://i.imgur.com/eU6Culfm.jpg Construction robots in independen...
- Sat Mar 05, 2016 9:42 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227877
Re: Friday Facts #128 - Back down to earth
Sarcasm:
Because the magic of factorio is complex builds remove blueprints because those make building train unloaders a chore.
/sarcasm
TBH unloader are a great addition for big basses in late game. One entity vs dozens is going for the frame rate. Just put the tech way before blueprints.
Because the magic of factorio is complex builds remove blueprints because those make building train unloaders a chore.
/sarcasm
TBH unloader are a great addition for big basses in late game. One entity vs dozens is going for the frame rate. Just put the tech way before blueprints.
- Fri Sep 04, 2015 6:38 pm
- Forum: News
- Topic: Friday Facts #102 - Getting close
- Replies: 32
- Views: 37636
Re: Friday Facts #102 - Getting close
I think the power switch would be way cooler with some lightning effect like this one: https://youtu.be/euW4NerLAPg
- Thu Sep 04, 2014 2:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] Deconstructing Underground Belts deletion bug
- Replies: 3
- Views: 4268
[0.10.9] Deconstructing Underground Belts deletion bug
When a robot try to deconstruct the entry point of an underground belt with items inside it takes the items inside(all of them) and deconstruct it. The underground belt get erased from existence and only the items inside it get transported. The exit underground belt is deconstructed normally. Explai...
- Mon Sep 01, 2014 3:21 pm
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 97206
Re: FishSandwich's Factorio playthroughs
Why do you bother with iron up there if you have huge field of iron inside your base? And that left wall of iron outpost... Within few steps from water... Feels like a waste really :) Facepalm moment of the entire Let's play. Also the moment you build the provider chests in chain with the steel che...
- Fri Aug 29, 2014 9:28 am
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 97206
Re: FishSandwich's Factorio playthroughs
Remeber you can rename stations.
- Fri Aug 15, 2014 3:09 pm
- Forum: Releases
- Topic: Version 0.10.7
- Replies: 12
- Views: 29589
Re: 0.10.7
Marrcinuss666 wrote:It does not work to save the game, an error pops up ...
Screen: http://i.imgur.com/U6AU3xa.jpg
I have already reported, I hope they hotfix it before the weekend.