All it needs is 'Steam', not a particular temperature of steam, so yes, it will work with normal boilers.mophydeen wrote:I'm using nuclear and heat exchangers for CL. You're saying it's also working with normal boilers?
Search found 35 matches
- Thu May 11, 2017 3:50 pm
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 54250
Re: Version 0.15.10
- Tue May 09, 2017 5:01 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 15860
Re: 0.15 Oil Rebalancing - Too Far?
Another possible solution, since at least a few of us who have had 'too much' oil have been playing expensive recipes, is to raise the oil costs of one or two of the oil products (when using expensive recipes), so that they cost more, just like the metals do. Maybe Plastic and Sulphur? Or even just ...
- Tue May 09, 2017 4:29 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 15860
Re: 0.15 Oil Rebalancing - Too Far?
Don't forget to factor in the randomness of map generation. Those of you who feel oil was too plentiful, how many new maps have you played since 0.15 came out? Oil availability had been a fairly common complaint here on the forums, so I can see why they tweaked the numbers to be higher. You always ...
- Tue May 09, 2017 4:12 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 15860
Re: 0.15 Oil Rebalancing - Too Far?
It sounds like my experience is relatively common. I still like my proposed solution. Don't touch the current starting output, spawn rate, or depletion rates. Just change the 20% in the 'minimum' calculation to 10%. Results in a lower final output, but still has the higher output initially, and with...
- Tue May 09, 2017 3:19 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 15860
Re: 0.15 Oil Rebalancing - Too Far?
Interesting that you're also using RSO. I am as well, but I've checked some vanilla worlds, and seen similar richness oil patches, at least for the starting wells, so I didn't consider it relevant to the discussion. I wonder if the reason me and AcolyteOfRocket don't have problems is the expensive r...
- Tue May 09, 2017 2:41 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 15860
0.15 Oil Rebalancing - Too Far?
I've been playing a lot of 0.15, and I'd played a lot of 0.14 as well. While I LOVE most of the changes in 0.15, I think they may have re-balanced oil wells too far in the productivity direction. I've been playing a rail world with expensive recipes and a 2x research multiplier. I'm nearly up to lau...
- Wed May 03, 2017 9:06 pm
- Forum: Not a bug
- Topic: Worker Robot Cargo Size & Construction Bots
- Replies: 2
- Views: 1362
Re: Worker Robot Cargo Size & Construction Bots
Alright. I halfway suspected that it might be intentional. It might be worth adding a note to the research description about this to save others confusion.
- Wed May 03, 2017 7:25 pm
- Forum: Not a bug
- Topic: Worker Robot Cargo Size & Construction Bots
- Replies: 2
- Views: 1362
Worker Robot Cargo Size & Construction Bots
As far as I can tell, the Worker Robot Cargo Size research doesn't allow construction bots to carry multiple items to build at once.
- Wed May 03, 2017 12:48 pm
- Forum: Not a bug
- Topic: Train Stop Circuit Network Issues
- Replies: 8
- Views: 4535
Re: Train Stop Circuit Network Issues
Ahh! I hadn't considered reading the entry signal. (I'm still quite new to circuit networks). Thanks for the tip, and I can understand the point on #1. That's why I was suspecting it might not be a bug after all. :) It would still be nice to get a signal about a train being in-station from the stop ...
- Wed May 03, 2017 12:21 am
- Forum: Not a bug
- Topic: Train Stop Circuit Network Issues
- Replies: 8
- Views: 4535
Train Stop Circuit Network Issues
Two things about train stops and circuit networks. The first one could be a bug, although I can see arguments for it being intended, and the second one is definitely a feature request. 1. When the stop is set to read train contents, the items in the fuel slots are not included in the output signal. ...
- Thu Apr 27, 2017 4:15 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 142600
Re: Version 0.15.0
Stupid question: I noticed that you can now place blueprints before construction robots - is there also a way to build them (semi-)automatically? Or are they just a way to 'paint' your design before you build it block by block yourself? They're just for planning purposes. It can help a LOT with spa...
- Thu Apr 27, 2017 2:22 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 142600
Re: Version 0.15.0
Stupid question: I noticed that you can now place blueprints before construction robots - is there also a way to build them (semi-)automatically? Or are they just a way to 'paint' your design before you build it block by block yourself? They're just for planning purposes. It can help a LOT with spa...
- Thu Apr 27, 2017 2:09 am
- Forum: Modding help
- Topic: Changing Build Distance from on_init
- Replies: 1
- Views: 1338
Re: Changing Build Distance from on_init
Okay, I kept plugging away at it, and checked the code from some other mods, and found a working solution. The only thing I'd like to improve is the 'magic number' in my final method here. Is there a way to access the actual build/reach distance values on the player object from both on_init and on_e...
- Thu Apr 27, 2017 1:11 am
- Forum: Modding help
- Topic: Changing Build Distance from on_init
- Replies: 1
- Views: 1338
Changing Build Distance from on_init
I'm trying to help with some updates to the Long Reach mod, to make it use the new mod settings interface in the options screen. I've got the settings displaying, but I can't figure out how to affect the actual build distance or reach distance once outside the data-final-fixes stage. Is there a way ...
- Wed Apr 26, 2017 9:14 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3787
- Views: 1411439
Re: Development and Discussion
Angel started rolling updates for the simpler mods. So hopefully the others are in progress.