Search found 24 matches

by Uxi
Fri Jul 19, 2024 11:42 am
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 25040

Re: Friday Facts #420 - Fusion Reactor

Has the max pumping rate of the Offshore Pump been increased from 1200 to like ~3000?
Otherwise I don't understand how the 4 pumps can supply enough water for that 2x4 Nuclear build.
by Uxi
Fri May 03, 2024 11:50 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36753

Re: Friday Facts #409 - Diminishing beacons

Any buffs to Advanced Oil to offset the 25% nerf to 16 beacons builds?
by Uxi
Fri Apr 15, 2022 12:14 pm
Forum: General discussion
Topic: Ryzen 7 5800X3D - Made for Wube by AMD?
Replies: 6
Views: 5639

Re: Ryzen 7 5800X3D - Made for Wube by AMD?

True, but the increase in performance is still impressive.
It beats my 6600k for sure :lol:
by Uxi
Thu Apr 14, 2022 4:52 pm
Forum: General discussion
Topic: Ryzen 7 5800X3D - Made for Wube by AMD?
Replies: 6
Views: 5639

Ryzen 7 5800X3D - Made for Wube by AMD?

I just found this benchmark interesting: https://www.youtube.com/watch?v=ajDUIJalxis&t=451s :shock:
by Uxi
Fri Oct 23, 2020 3:27 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.30] Electrical Network Info Production number way too high
Replies: 7
Views: 6037

Re: [0.18.30] Electrical Network Info Production number way too high

I have taken some screenshots to try to explain my ramblings. Accumulators Charging: 84.6GW / 460GW shown as 90+% on the Production Graph. I don't understand this ratio. I can understand why accumulator potential output power is added to production capacity, but I find it annoying. Accumulators Char...
by Uxi
Fri Oct 16, 2020 12:56 pm
Forum: 1 / 0 magic
Topic: [1.0.0] Crash while placing belt ghosts: EntityRenderer::prepareRow (intel)
Replies: 4
Views: 1798

Re: [1.0.0] Crash while placing belt ghosts: EntityRenderer::prepareRow (intel)

Thanks for the feedback. I believe you're probably correct. The system is showings it's age.
by Uxi
Mon Jun 08, 2020 10:49 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.30] Electrical Network Info Production number way too high
Replies: 7
Views: 6037

Re: [0.18.30] Electrical Network Info Production number way too high

While you have a valid point, I would prefer that accumulators not be regarded power sources.
During night, the potential power output of the accumulators are not shown, only the real power output from, in my case, nuclear and accumulators, so I don't quite get it.
by Uxi
Sun Jun 07, 2020 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.30] Electrical Network Info Production number way too high
Replies: 7
Views: 6037

[boskid][0.18.30] Electrical Network Info Production number way too high

While in the Electrical Network Info GUI. The potential production number is way too high during the day, when power demands are sufficient to allow accumulators to charge. I have around 10GW of both Nuclear and Solar, but it shows a possible production number of 72+ GW. It is as if it adds the accu...
by Uxi
Fri Jan 05, 2018 10:06 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 396507

Re: Friday Facts #224 - Bots versus belts

I think the people who want get rid of bots haven't tried building a "proper" logistics based (mega) factory. I my latest game, my "base" consists of over 40 separate logistic bots based production areas all connected by rail, with 300+ trains ready to roam the tracks and that is...
by Uxi
Tue Sep 12, 2017 3:05 pm
Forum: Not a bug
Topic: [15.34] Can't use productivity modules on Satellite?
Replies: 1
Views: 1218

[15.34] Can't use productivity modules on Satellite?

Hi, this may be "Working As Intended", but I just wondered why I can't insert productivity modules
into the assembler making the satellites, since a satellite should be an intermediate product?

/Uxi :?:
by Uxi
Mon Jan 16, 2017 4:46 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 89928

Re: Friday Facts #173 - Nuclear stuff is almost done

Total ore required to finish up to and including level 50 is 3,611,437,500 - yes that's over three and a half billion copper and iron. 50 levels of "Mining productivity" research requires a total of 637,500 science packs. Using your number for the ore required, that' is 3,611,437,500 ore ...
by Uxi
Sat Jan 14, 2017 12:37 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 89928

Re: Friday Facts #173 - Nuclear stuff is almost done

The images show one pump per reactor. Can a reactor only power 10 steam engines?
by Uxi
Mon Jan 09, 2017 4:36 pm
Forum: General discussion
Topic: What difference does "Video Memory Usage" setting do?
Replies: 8
Views: 5600

Re: What difference does "Video Memory Usage" setting do?

I don't think he has a laptop but a "standard" desktop. Your GTX 480 graphics card most likely has 1.5 GB memory. I have played factorio just fine on a similar setup: Intel i7 950, 6GB RAM, Windows 10, Nvidia GTX 780 3GB. Although the graphics card is a few generations newer, you should be...
by Uxi
Sat Dec 10, 2016 1:41 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 82393

Re: Friday Facts #168 - Nightvision Nightmare

When you're done tweaking the night vision effect,
could you then please make the required inventory space smaller.
A 2x3 slot for night vision goggles seems large, compared
to a robo port that only takes up a 2x2 slot. :geek:

/Uxi
by Uxi
Sun Oct 09, 2016 12:34 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 115862

Re: Friday Facts #159 - Research revolution

I'm sorry you can't count to 3-digit numbers. Have you considered crafting 1 science pack per second instead? If they implement science as suggested in the FFF, then I will have to consider less than 1 per second. Can't remember the max number of assemblers I have ever had producing Processing Unit...
by Uxi
Sun Oct 09, 2016 12:16 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 115862

Re: Friday Facts #159 - Research revolution

Hi guys I don't know how you build your science setups, but I usually build it so I craft two science packs per second. This requires 10 assemblers for red science, 12 for green science and 24! for blue science. This is manageable because all the required ingredients are built quickly and for the mo...
by Uxi
Tue Sep 13, 2016 2:35 pm
Forum: Show your Creations
Topic: Research Belt Loop
Replies: 8
Views: 6412

Re: Research Belt Loop

I use a similar arrangement, but I use splitters to feed into the loop,
so if the belt is full the items stop moving. Items moving on belts cost CPU cycles...

I really like your lamps :D

/Uxi
by Uxi
Fri Aug 26, 2016 4:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Bergius Process
Replies: 50
Views: 66136

Re: [MOD 0.12.x] Bergius Process

Have you considered adding a 2nd recipe to the mod that produces heavy oil only? That way you can start op the oil refining process without having access to an oil well. Doesn't matter if it is really expensive/inefficient process (read "uses a lot of liquefied coal"), it is only used to g...

Go to advanced search