Search found 144 matches
- Sun Apr 16, 2017 9:52 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200820
Re: Support - Uranium Power
The reason is to condense the low pressure steam back to water. If not you will run out of water in the secondary loop. I already made the turbine stop working if your low pressure steam backed-up to full in the unreleased version. Ok, so like I thought disabling a turbine due to LP steam backup wa...
- Sat Apr 15, 2017 9:09 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200820
Re: Support - Uranium Power
I'm testing the 40 MW reactor turbines now that I have green circuits, and I'm confused. There appears to be no reason to give water to the condensation loop. I had them running for a half hour without supplying cold water or venting low pressure steam before my teammate pointed it out. Is there a r...
- Sun Apr 09, 2017 9:47 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate 1.0.2
- Replies: 27
- Views: 19246
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Do you have any mods that increase item pickup range? Either way I'll add a delay to account for this. I can't imagine why that would crash the game though, if you can reproduce it consistently you might want to report that to the Factorio developers. Omg we do! We have the whole long reach suite i...
- Sat Apr 08, 2017 3:04 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate 1.0.2
- Replies: 27
- Views: 19246
Re: [MOD 0.14.22] Free Real Estate 1.0.2
We've encountered another frustrating bug. On exiting a factory to anywhere (another factory or overworld), often we are having to hit F repeatedly because we are teleported immediately back in. If this happens too many times, Factorio crashes completely on the client side. Any suggestions? Could th...
- Wed Mar 22, 2017 1:39 pm
- Forum: Mods
- Topic: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager
- Replies: 120
- Views: 60486
Re: [MOD 0.13] SpaceBook - a multiplayer / PvP / RP manager
Spacebook has been a brilliant tool for administering our server! Unfortunately as admin I'm running into an issue currently where I am always shielded. We are on Spacebook 1.0.26. The eye icon is red, and the arrow icon is available. If I click on either it tells me I'm not in my admin avatar. If I...
- Mon Mar 20, 2017 7:37 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200820
Re: Support - Uranium Power
I thought I'd share a reactor plan we are now using on our hard mode Marathon/Bob/Angel server. I created a small 50 MW power plant we could duplicate and deploy rapidly. It does use a 250 MW reactor, but I've never gotten more power out. The fluid dynamics really mess with the reactor design, and I...
- Mon Mar 20, 2017 5:01 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate 1.0.2
- Replies: 27
- Views: 19246
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Found a bug: - Enable recursive placement - Place a factory and enter it - Place a second factory building too close to the southern border while inside the first factory (less than 4 tiles approx). - Enter second building - Try to exit, you can't. We did crash the server trying to escape a factory,...
- Thu Mar 16, 2017 12:57 am
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate 1.0.2
- Replies: 27
- Views: 19246
Re: [MOD 0.14.22] Free Real Estate 1.0.2
Can this be installed on a save game that already has Factorissmo?
I don't expect a transparent migration, but we'd like to empty our existing factories and try to rebuild them in this mod. We're encountering UPS issues with the original and your mod sounds great.
I don't expect a transparent migration, but we'd like to empty our existing factories and try to rebuild them in this mod. We're encountering UPS issues with the original and your mod sounds great.
- Thu Feb 16, 2017 10:56 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200820
Re: Support - Uranium Power
I've got a question - how are you supposed to get depleted fuel rods? I've put some fuel rods in my reactors and in a few cases they got depleted pretty much within a minute, but the new batch I have placed have lasted days and still above 90%. We've tried 4.7% as well as 1.7% rods. We just can't g...
- Mon Feb 13, 2017 9:58 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200820
Re: Support - Uranium Power
To reply to myself, I think I found the critical part. I was not using a feedback loop, or a recirculating loop, with my heat exchangers. Once I set the HE's with loops I was able to move around heat extremely easily! Here's a labelled album to demonstrate the concept. Feel free to reuse in your doc...
- Mon Feb 13, 2017 1:52 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200820
Re: Support - Uranium Power
I apologize, but I'm having the same problem reverse engineering the 500 MW reactor design. Things are crammed together too tightly and the temperatures too similar to distinguish your loops and piping. As you know the lack of labels in Factorio make understanding someone else's piping a pain (I rec...
- Mon Jan 23, 2017 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: Desync when robots build blueprint
- Replies: 16
- Views: 4873
Re: Desync when robots build blueprint
I understand it as: Building the blueprint not in the original rotation causes it. That rings a bell with my experience! Rotate the blueprint and then you get desyncs. I even recently did a test where I tested many possible rotations, and blueprinted them around to try and verify that thought. Can ...
- Mon Jan 23, 2017 4:00 pm
- Forum: Resolved Problems and Bugs
- Topic: Desync when robots build blueprint
- Replies: 16
- Views: 4873
Re: Desync when robots build blueprint
Do you mean custom pickup/dropoff rotation, or rotating the inserter after customization?Rseding91 wrote:Building it rotated is what triggers it.
- Mon Jan 23, 2017 1:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Desync when robots build blueprint
- Replies: 16
- Views: 4873
Re: Desync when robots build blueprint
We keep getting desyncs in multiplayer. When placing a blueprints containing inserters and powerpoles, we experience frequent desyncs. I've been debugging the same thing, and talked to Rseding about it on IRC and even stood up a dedicated server with a new map to try and recreate the problem. I got...
- Sun Jan 22, 2017 7:54 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161647
Re: [0.14.x] Bob's Mods: General Discussion
The latest version of bob inserters was to fix a desync issue, though I do have 0.14.3 as the latest. A desync report might be useful, but if you go back to 0.14.0 (Before I did multiplayer on_tick optimisation) then you should have something stable to test if it is the inserters mod or not. if my ...
- Sun Jan 22, 2017 7:52 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161647
Re: [0.14.x] Bob's Mods: General Discussion
I am experiencing very frequent desyncs when bots place inserters, whether they have Bob's configuration (ie: rotation, etc) or not. It seems more likely when the player is nearby. I think the desync happens more often when there is extra configuration. What information can I help supply to trouble...
- Fri Jan 20, 2017 2:03 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 161647
Re: [0.14.x] Bob's Mods: General Discussion
I am experiencing very frequent desyncs when bots place inserters, whether they have Bob's configuration (ie: rotation, etc) or not. It seems more likely when the player is nearby. I think the desync happens more often when there is extra configuration. What information can I help supply to troubles...
- Wed Jan 18, 2017 4:27 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1407038
Re: Development and Discussion
I'm a bit mystified by this response. The landfill mod will release a set value of 5 pollution for ANY single item, which can lead to thousands of PU per minute if byproducts are thrown out quite frequently due to not utilizing them in other areas or refining your design to reduce the amount. Despi...
- Mon Jan 16, 2017 2:00 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1407038
Re: Development and Discussion
You should be able to produce ores on a need basis if you design your ore refinery carefully, there is no real need for a void entity for the ores or solids. I agree. We initially setup a large refining operation which sorted each ore and were overwhelmed by byproducts. We didn't switch to targeted...
- Mon Jan 16, 2017 10:35 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124384
Re: Mylon's Multiple Mods
Regarding Bluebuild 1.0.2, I found that it didn't respect different player forces. I play MP and each team has a different force. I patched control.lua, included below. My test after patching was successful, I was able to construct and deconstruct. --- control.lua.orig 2017-01-16 11:29:05.093211299 ...