Search found 478 matches
- Mon Nov 11, 2019 10:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
- Replies: 8
- Views: 3781
Re: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
So, is there a bug or not? Can you attach some screenshots showing the problem? There is a bug, yes, which is exactly as I've described. It will be easily seen if someone uses those two mods, or any other mod that has a fluid-powered entity with an effectivity setting, since that efficiency won't b...
- Mon Nov 11, 2019 1:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
- Replies: 8
- Views: 3781
Re: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
I suspect this is what is causing the bug, yes.TruePikachu wrote: ↑Mon Nov 11, 2019 1:36 amThe different energy source is likely still relevant, however; the tooltip might not be implemented for fluid consumers.
- Mon Nov 11, 2019 1:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
- Replies: 8
- Views: 3781
Re: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
Well, I might mention that the `energy_source` for the vanilla entity `boiler` is `type="burner"` and has `effectivity=1` in its definition, while the `gas-boiler` from the first linked mod uses `type="fluid"` and doesn't specify `effectivity` . The efficiencies will be applied ...
- Mon Nov 11, 2019 12:56 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 29325
Re: [MOD 0.17+] Adamo Mods
Sorry took me so long to respond; I just realized this conversation was going on. Thanks for the interest, guys. I'm touched! A couple of thoughts, yes. First off, so awesome that you started an extension mod, and I'll support it however I can. I'm pleased you mentioned in particular liking that th...
- Mon Nov 11, 2019 12:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
- Replies: 8
- Views: 3781
[0.17.76] Info in Crafting Menu Tooltip for Fluid-powered Boiler does not include Efficiency Calculation
When one mouses over the gas-fired boiler entity from my gas-boiler mod, or, I assume, any other fluid-powered boiler, the tooltip includes the correct efficiency and the efficiency-based total power usage of the entity. Same with the vanilla boiler, fuel-powered. In the crafting menu, the vanilla b...
- Wed Oct 09, 2019 9:51 pm
- Forum: General discussion
- Topic: Where do you see the End Game
- Replies: 23
- Views: 10127
Re: Where do you see the End Game
The end goal of Factorio is landing an engineering job.
- Wed Oct 09, 2019 9:24 pm
- Forum: Balancing
- Topic: Power switches should be 1x1
- Replies: 43
- Views: 13194
Re: Power switches should be 1x1
(Non-constant) Combinators obviously have input and output - while the power switch has 2 sides without any preferences. In both cases, it seems like the minimum size for using them while keeping the "targeting" easy is 1x2. OK, now I think I've got what you mean. Come to think of it, I k...
- Wed Oct 09, 2019 7:09 pm
- Forum: Modding discussion
- Topic: Balancing recipes?
- Replies: 13
- Views: 4024
Re: Balancing recipes?
Sorry, I'm not making a mod. Factorio masses are definitely way off what's realistic, but we're also carrying around 10 nuclear reactors in the same pocket space we're holding 200 gun magazines. For the "realism" factor again, you could divide power requirements in factorio by 100 and it'...
- Wed Oct 09, 2019 6:56 pm
- Forum: Balancing
- Topic: Power switches should be 1x1
- Replies: 43
- Views: 13194
Re: Power switches should be 1x1
You're going to hate my new quarter-sized combinators, then. Yes, that sounds horrible. I'd like to see a 3x3 or 2x2 combinator "box" which pops open to reveal a Factorissimo-style space where you lay out regular-sized combinators. Hmm. I WAS just kidding, Deadlock, but I could actually s...
- Wed Oct 09, 2019 5:30 am
- Forum: Modding discussion
- Topic: Balancing recipes?
- Replies: 13
- Views: 4024
Re: Balancing recipes?
Further, uranium in real life is even more stupidly efficient than Factorio's. Even a few percent enriched fuel (not sure the kg, but not a lot) can last reactors over a year for hundreds of megawatts. It'd be more interesting to have to process the nuclear fuel into a slurry, and pipe the slurry i...
- Wed Oct 09, 2019 3:54 am
- Forum: Balancing
- Topic: Power switches should be 1x1
- Replies: 43
- Views: 13194
Re: Power switches should be 1x1
You're going to hate my new quarter-sized combinators, then.Deadlock989 wrote: ↑Tue Oct 08, 2019 5:55 pmYes. Yes, I do. Severe astigmatism and near-sightedness.
- Wed Oct 09, 2019 3:46 am
- Forum: General discussion
- Topic: Where do you see the End Game
- Replies: 23
- Views: 10127
Re: Where do you see the End Game
The endgame is persistent clusterio servers with biters on.
- Wed Oct 09, 2019 3:37 am
- Forum: Gameplay Help
- Topic: Oil Yield decreasing rate confusion.
- Replies: 15
- Views: 10935
Re: Oil Yield decreasing rate confusion.
OK, so, I haven't strongly tested this, but I did setup a similar resource prototype, and based on the prototype values that an oil-like resource uses, I THINK the way it works is as follows. If anyone can tell me where I'm wrong, please do. The map displays a percentage, but a percentage of what? T...
- Fri Oct 04, 2019 8:30 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 32681
Re: Friday Facts #315 - New test servers
Guys, they have to test on hardware approaching what the buyers of the game will have... if you start talking about "blades", aren't you going into very specific server hardware ? Personally, I think you're right. You can buy blades that have similar hardware to gamer hardware, but it's n...
- Thu Oct 03, 2019 10:27 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 29120
Re: A Case for Balancing Nuclear Power
To be clear, are you saying that the turbine simply shuts down when you tried to put steam above 1000C into it? Because I think that's expected. The prototype definition for the generator (the type of which the turbine is) includes a value for "maximum_temperature", but it doesn't explain...
- Thu Oct 03, 2019 9:13 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 29325
Re: [MOD 0.17+] Adamo Mods
I don't have time this second to digest and respond to everything you've said, so I will come back to it. I just wanted to point out quickly that you may not be as confused as you think you are. You are completely correct that each water line into the reactor will require two offshore pumps. Since ...
- Wed Oct 02, 2019 10:58 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 29325
Re: [MOD 0.17+] Adamo Mods
Hmm, OK, I'll take a look at it. Thanks. I made this blueprint on version 0.16, so it's possible things have changed slightly. I know it worked fine enough when I made it. We also use several of them on our server network, sometimes at max capacity, and they work fine. I see in your picture you had...
- Wed Oct 02, 2019 2:50 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 29325
Re: [MOD 0.17+] Adamo Mods
Ok i started a sandbox szenario and got this error :-( : Error while running event adamo-contraptions::on_player_joined_game (ID 43) __adamo-contraptions__/control.lua:40: attempt to index local 'armorinv' (a nil value) stack traceback: __adamo-contraptions__/control.lua:40: in function 'reset_equi...
- Wed Oct 02, 2019 2:47 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 29325
Re: [MOD 0.17+] Adamo Mods
You need to change the values, e.g., data.raw.pipe["plastic-pipe"].fluid_box.base_area = 0.8 data.raw["pipe-to-ground"]["plastic-pipe-to-ground"].fluid_box.base_area =0.8 I have also seen a similar reactor blueprint to what you say. There's not much I can do for those ...
- Wed Oct 02, 2019 1:58 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 29325
Re: [MOD 0.17+] Adamo Mods
That would definitely be ideal. I could get CLOSE to boiler behaviour by setting the kettle to be on the same level as the pipes, which would mean, essentially, that they fill up at the same rate as the pipes, rather than "grabbing all the available fluid" like chemical plants do. That ac...