Search found 336 matches
- Wed May 17, 2017 8:59 pm
- Forum: Ideas and Suggestions
- Topic: More transparent autosaving
- Replies: 6
- Views: 2974
Re: More transparent autosaving
Youre right. It always annoys me to have to wait for autosave. But I think over time some dev will come up with a better solution to this, similiar to other games where you dont notice anything at all. So im not really pushing it.
- Wed May 17, 2017 8:48 pm
- Forum: Pending
- Topic: [0.15.11] Random red train signals
- Replies: 10
- Views: 3642
- Wed May 17, 2017 8:41 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1644
- Views: 520299
Re: Simple Questions and Short Answers
Shouldnt be, I think. What happens when you put the train on manual, remove it and place it again?
There was a bug and in 0.15.11 it should not happen again.
Also: To avaoid deadlocks by trains from different directions entering the junction at once: Remove all the signals in/on the circle.
There was a bug and in 0.15.11 it should not happen again.
Also: To avaoid deadlocks by trains from different directions entering the junction at once: Remove all the signals in/on the circle.
- Wed May 17, 2017 8:33 pm
- Forum: Show your Creations
- Topic: Blue Prints ?
- Replies: 10
- Views: 5207
Re: Blue Prints ?
Why do you use a mod for that? Since a while back the base game has the same functionality.
Open a blueprint - beneath the green check there is a button that lets you export the blueprint as a string.
Open a blueprint - beneath the green check there is a button that lets you export the blueprint as a string.
- Wed May 17, 2017 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Make Day and Night Equal Length
- Replies: 14
- Views: 5987
Re: Make Day and Night Equal Length
It is quite realistic. Why would you want to change that? Because of the solar cells?
- Wed May 17, 2017 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Shift + Space
- Replies: 9
- Views: 5092
Re: Shift + Space
Pause should be the actual "Pause" button the keyboard... I mean wtf?
- Wed May 17, 2017 8:03 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 35730
Re: Thorium ideas
This would become a second Angels-Ore mod then .,.
- Wed May 17, 2017 7:30 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 109442
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
Haha I know. That is to be expected.
Should I delete the instruction from the blueprint? They work in the standart rotatio though.
Should I delete the instruction from the blueprint? They work in the standart rotatio though.
- Wed May 17, 2017 7:06 pm
- Forum: General discussion
- Topic: (0.15.10+) Water and Steam, what's the plan?
- Replies: 83
- Views: 25883
Re: (0.15.10+) Water and Steam, what's the plan?
I dont really understand your problem with this too. It is nice having steam as a seperate entity. It is to be expected that your build could not work anymore in the next version.
Having 500°C water is a good enough thing to justify adding a new fluid type.
Having 500°C water is a good enough thing to justify adding a new fluid type.
- Wed May 17, 2017 6:50 pm
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 52732
Re: Version 0.15.11
In my nine builds I made in the last two days I came to the conclusion that about 8 reactors is the maximum. Maybe more, but it is very complicated to get everything right. And I have cerain requirements they have to comply to. Im happy I got a 8 reactor setup to work that even looks good, but I don...
- Wed May 17, 2017 6:44 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 35730
Re: Thorium ideas
So, Uses in optics, Maybe some kinda exotic assembly, Or fancy ass laser/energy weapons. Speaking of laser weapons, What about other types of energy weapons? like plasma? I sure wouldn't mind a plasma turret or two. Could have a different range/damage/fire rate tradeoff from laser. Plasma would ris...
- Wed May 17, 2017 6:27 pm
- Forum: Gameplay Help
- Topic: [0.15.10] Steam Turbines/fluid transport issues
- Replies: 21
- Views: 10347
Re: [0.15.10] Steam Turbines/fluid transport issues
I wasnt joking when I said it is impossible.
It took me nine! tries to build one that works as good as before 0.15.11
It is very complicated now.
It took me nine! tries to build one that works as good as before 0.15.11
It is very complicated now.
- Wed May 17, 2017 5:16 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 109442
Re: Perfect Reactor Logic? The perfect OCD compliant power plant
I found a good design and will update the OP in a while.
- Wed May 17, 2017 2:45 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 35730
Re: Thorium ideas
IRL you use thorium for: - Gas light mantles - For welding rods - Coating tungsten filaments of magnetrons/electron guns Looks like it is basically used when stuff gets hot. - Isotopes of it decay into Uranium-233 which can be used for fission. - Some old camera lenses contain up to 30% thorium-oxid...
- Wed May 17, 2017 2:25 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 109442
Re: Perfect Reactor Logic? The perfect OCD compliant power plant
It is actually bigger. It does produce maximum possible power. (1114.5, has one turbine less than p-ratio because its uneven number)mophydeen wrote:I like the smaller shore size.
Anyway since I didnt like this one I build yet another one. This should look way better
- Wed May 17, 2017 10:50 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 109442
Re: Perfect Reactor Logic? The perfect OCD compliant power plant
I don't think it is very ocd compliant. I mean I don't like it.
But first I have to make this one work. Just have to throw more water in there somehow.
EDIT: It works with 1.1GW, but uses 48 pumps. :/
Scrap, redo...
But first I have to make this one work. Just have to throw more water in there somehow.
EDIT: It works with 1.1GW, but uses 48 pumps. :/
Scrap, redo...
- Wed May 17, 2017 1:16 am
- Forum: Pending
- Topic: [0.15] [posila] CTD with 4x4 reactor setup
- Replies: 9
- Views: 3111
Re: CTD with 4x4 reactor setup
Huh... still a bug someone should take a look at. Dont know if that someone should be factorio or mod dev though...
- Wed May 17, 2017 1:12 am
- Forum: Energy Production
- Topic: Hybrid Nuclear/Chemical, post 0.15.10
- Replies: 10
- Views: 5694
Re: Hybrid Nuclear/Chemical, post 0.15.10
Ok. Why do you have a combinator that outputs 2k steam into the combinator that reads steam tank?
What does the "Used fuel x-100 = H=-100" ar.combinator? It does multiply way to much. Wouldnt -2 be enough?
Nice! Good to see it can work without a timer.
What does the "Used fuel x-100 = H=-100" ar.combinator? It does multiply way to much. Wouldnt -2 be enough?
Nice! Good to see it can work without a timer.
- Wed May 17, 2017 12:47 am
- Forum: Railway Setups
- Topic: (0.15) Fluid Wagon / Rail Tanker Station
- Replies: 23
- Views: 35324
Re: (0.15) Fluid Wagon / Rail Tanker Station
I tested it. I remember it was not worth the cost of a pump, tank and more stuff. It is already loading in under a few seconds!
I am unloading with three pumps though... man who cares? It is so fast with two.
I am unloading with three pumps though... man who cares? It is so fast with two.
- Wed May 17, 2017 12:43 am
- Forum: Gameplay Help
- Topic: [0.15.10] Steam Turbines/fluid transport issues
- Replies: 21
- Views: 10347