Search found 340 matches
- Sun Apr 30, 2017 11:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 40671
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
Is this issue possibly related to this bug ? If so, then it has likely been fixed in the upcoming 0.15.6. It might be related to that bug, though I was creating it in single player, and in that thread it was stated that the fixed issue was causing heat pipes to transfer twice as fast, not at half t...
- Sun Apr 30, 2017 10:51 pm
- Forum: Balancing
- Topic: Constant reactor fuel usage/cycling (now a discussion)
- Replies: 24
- Views: 11027
Re: Constant reactor fuel usage invites heat capacity cheating
And adding additional delays to an already largely delayed system (heat pipes are delaying things extemely)... makes it only harder to get a grip on the thing. So bottom line... just let the thing run and only design it as big as the steady peak demand requires. Except that the warmup delays curren...
- Sun Apr 30, 2017 10:48 pm
- Forum: Balancing
- Topic: Constant reactor fuel usage/cycling (now a discussion)
- Replies: 24
- Views: 11027
Re: Constant reactor fuel usage invites heat capacity cheating
the player could simply create a timer that only inserted fuel cells into the reactors periodically That is kind of the point of the mechanic. We want it to be possible to place nuclear reactor, slap some heat exchangers and steam turbines next to it, setup inserter putting fuel cells to the reacto...
- Sun Apr 30, 2017 9:05 pm
- Forum: Not a bug
- Topic: [0.15.5] Reactor consumes fuel at full power while idle
- Replies: 14
- Views: 6101
Re: [0.15.5] Reactor consumes fuel at full power while idle
Well, that also makes sense, since the heat exchangers stop producing steam below 500C, meaning there is no longer anything removing heat from the reactor. I think you're referring to losses to ambient, but the game doesn't implement that anywhere else, so I wouldn't expect it to have to deal with i...
- Sun Apr 30, 2017 8:57 pm
- Forum: Not a bug
- Topic: [0.15.5] Reactor consumes fuel at full power while idle
- Replies: 14
- Views: 6101
Re: [0.15.5] Reactor consumes fuel at full power while idle
Understood if this is an intended feature, however, this opens up ways to cheat the system. One could simply lay out a bunch of heat pipes and create a large thermal battery, and only cycle reactors to maintain the temperature of the large chunk of heat pipes above 500C. I was surprised to see that...
- Sun Apr 30, 2017 8:31 pm
- Forum: Balancing
- Topic: Constant reactor fuel usage/cycling (now a discussion)
- Replies: 24
- Views: 11027
Constant reactor fuel usage/cycling (now a discussion)
*edit* so long as cycling the plant is intended by the devs to be the way to increase efficiency, I've tweaked the subject line and will direct incoming readers towards the later posts in this thread. Mods please move to the relevant forum if desired. *edit* Reactors consume fuel at a constant 200 s...
- Sun Apr 30, 2017 7:30 pm
- Forum: Not a bug
- Topic: [0.15.5] Reactor consumes fuel at full power while idle
- Replies: 14
- Views: 6101
Re: [0.15.5] Reactor consumes fuel at full power while idle
Understood if this is an intended feature, however, this opens up ways to cheat the system. One could simply lay out a bunch of heat pipes and create a large thermal battery, and only cycle reactors to maintain the temperature of the large chunk of heat pipes above 500C.
- Sun Apr 30, 2017 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
- Replies: 78
- Views: 40671
Re: [0.15.1] Non-Conducting heat pipes after 60 tile
This also appears to apply to reactor plants themselves. I had placed reactors out of sequence on my map and had one in the center sitting 20C below the reactor/heat pipes to either side of it.
- Sun Apr 30, 2017 7:21 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 119254
Re: 0.15 Reactor Ratio
Reactors are always at 100% fuel consumption, unlike boilers, so oversizing could be incredibly expensive for a small base. I think this might be a bug, because if you let the reactors run out of fuel, the temperatures drop proportionally to steam/power demand. I submitted a bug report just in case...
- Sun Apr 30, 2017 6:34 pm
- Forum: Not a bug
- Topic: [0.15.5] Reactor consumes fuel at full power while idle
- Replies: 14
- Views: 6101
[0.15.5] Reactor consumes fuel at full power while idle
Reactors consume one fuel cell per 200 seconds regardless of the thermal load. Reactor fuel use should be proportional to thermal demand. This means a 'shut down' base can not be completely shut down since the reactor plant will consume all of its fuel significantly faster than it would have if all ...
- Sun Apr 30, 2017 1:39 am
- Forum: Releases
- Topic: Version 0.15.4
- Replies: 31
- Views: 22446
Re: Version 0.15.4
Can this be used to reset the permissions on a previously locked down multiplayer save that it being run offline by a player that was not the owner?Added /permissions reset to reset all permissions to default.
- Sat Apr 29, 2017 3:53 am
- Forum: Not a bug
- Topic: [0.15.3] Research bonus descrepancies / confusion
- Replies: 2
- Views: 1289
Re: [0.15.3] Research bonus descrepancies / confusion
I totally could have miscounted, but either way, I believe this could be made clearer. If these are indeed stacking, perhaps the wording should be tweaked to state that the bonus is adding an *additional* percentage? Also agree with your point on if the percentages are purely added together prior to...
- Sat Apr 29, 2017 1:43 am
- Forum: Not a bug
- Topic: [0.15.3] Research bonus descrepancies / confusion
- Replies: 2
- Views: 1289
[0.15.3] Research bonus descrepancies / confusion
- Lab research speed bonuses currently ramp up in 10% increments per level, starting with 20% at level 1, but those do not appear to stack (30s items take 21 seconds at level 2, which means it is -30% and not -20% stacked with -30%). - Mining productivity research states the same 2% amount for each ...
- Fri Apr 28, 2017 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint GUI: List view?
- Replies: 2
- Views: 1082
Blueprint GUI: List view?
The Blueprint GUI is cool, but the reliance on the large icon view makes blueprint names mostly unreadable as there is only room for ~10 characters. An (optional) list style view would be very handy here and would enable reading of the full blueprint names, as well as showing more items on the scree...
- Fri Apr 28, 2017 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Piping: Single tile check valves (plus circuit gate)
- Replies: 0
- Views: 525
Piping: Single tile check valves (plus circuit gate)
With 0.15 changing the previously 1x1 tile pumps with a 2x1 tile version, the ability to use pumps as fluid switching devices (circuit network) becomes significantly more difficult in dense layouts. I think a simple 1x1 tile valve that can be circuit network connected would be helpful here. I propos...
- Fri Apr 28, 2017 1:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.x] Blueprint Manager
- Replies: 3
- Views: 2348
Re: [0.15.x] Blueprint Manager
Additional note: if the name of the dropped blueprint comes alphabetically *after* the name of the last item in the root, it will drop within the book as desired.
- Fri Apr 28, 2017 12:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.x] Blueprint Manager
- Replies: 3
- Views: 2348
Re: [0.15.x] Blueprint Manager
I just ran into this bug. The blueprint you are attempting to drop into the book instead drops into the root folder, and a blueprint from root (from the location in sorted list corresponding to the name of the dropped blueprint) is instead shifted into the currently viewed book. This sequence also o...
- Thu Apr 27, 2017 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 29786
Re: Do not pause game when looking at research in single player
+1 to the OP. The Options>other should remain as the ability to disable auto-pausing every time an item completes, but opening the research window on your own should not pause the game. Nothing else like this freezes time in the game (choosing recipes, etc), so choosing the next research item should...
- Thu Apr 27, 2017 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Mining productivity research gain missing on mouseover info
- Replies: 6
- Views: 1976
Mining productivity research gain missing on mouseover info
The addition of mining productivity research in 0.15 is great, but taking it from a laymen standpoint, actual usage within the game is a bit confusing. Here are a few observations: - There is no simple way to tell the current bonus amount. Mousing over a productivity bonused (modules, beacons) minin...
- Thu Apr 27, 2017 4:35 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 64477
Re: [0.15] Mirror blueprints horizontally or vertically
I've mirrored blueprints with piping connections without issue using Foreman in the past***. It'd be silly to have to add that mod just to be able to reverse blueprints when the rest of the functionality is now built into the game (maybe except for the lack of an easy way to dispose of all of the ex...