Search found 53 matches
- Sat Jul 22, 2017 6:30 pm
- Forum: Gameplay Help
- Topic: Steam turbine ratios with daytime solar?
- Replies: 4
- Views: 2628
Re: Steam turbine ratios with daytime solar?
I've recently calculated similar thing for steam engines; here are the results using the same methodology, hopefully it's correct: One heat exchanger produces around 103 steam/s, that's 103 steam/s * 1s/60tick * 25000 tick/day = 42916.66 steam/day. One steam turbine consumes 60 steam/s * 1s/60tick *...
- Sat Jul 01, 2017 6:59 pm
- Forum: General discussion
- Topic: Five Ultimate Challenges, Kids
- Replies: 9
- Views: 10130
Re: Five Ultimate Challenges, Kids
I think the storage-box-one would be pretty easy too, I rarely have a ton of gear sitting around. Good for you, but most bases I've seen nearly always have a main bus that is filled completely. Now this is not good, is it? Yeah, I have problem understanding what the challenge of Anti-consumerism sc...
- Sat Jul 01, 2017 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Construction robots don't prioritize storage chests
- Replies: 24
- Views: 12796
Re: [.15.26] Construction robots don't prioritize storage chests
Why does the assembler keep producing if there is empty space in the chest? Because it doesn't know you don't want that. Otherwise you would have set it up to not producing the items if there are thousands of them in storage chests via e.g. logistic condition. You shouldn't have to do that though. ...
- Sat Jul 01, 2017 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Construction robots don't prioritize storage chests
- Replies: 24
- Views: 12796
Re: [.15.26] Construction robots don't prioritize storage chests
Because if the closest chest is a passive/active provider chest that is the output of assemblers then the construction bots will endlessly pull from that chest because the assembler will keep producing to keep the chest filled... which results in the construction robots entirely ignoring the thousa...
- Thu Jun 29, 2017 2:29 pm
- Forum: Not a bug
- Topic: [0.13.08] no red/green wires are consumed by blueprint build
- Replies: 4
- Views: 3376
Re: [0.13.08] no red/green wires are consumed by blueprint build
I would accept blueprinted colored wires costing resources only if removing them returned them back. Currently, no refunds on removed wires and free blueprinted wires means that developing new circuitry (i.e. adding and removing wires) has an upfront cost that you'll get back with each placed bluepr...
- Mon Jun 26, 2017 11:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.23] Impossible to use items filters with Macbooks
- Replies: 6
- Views: 4440
Re: [0.15.23] Impossible to use items filters with Macbooks
My middle mouse button is busted currently, so I have bound the filter action to ALT+right click. Maybe you can do something similar in the meantime?
- Mon Jun 26, 2017 3:07 pm
- Forum: Ideas and Suggestions
- Topic: Stop Blueprints escaping their Books
- Replies: 45
- Views: 11908
Re: Stop Blueprints escaping their Books
I started experimenting with following workflow: Have all blueprint books in the library; then find correct book based on name, right click; find correct blueprint based on icons and name, left click; press E / ESC to close the library, place blueprint; then destroy blueprint from the inventory. But...
- Mon Jun 26, 2017 2:24 pm
- Forum: Tools
- Topic: Cnide - an IDE for Circuit Network development [ALPHA]
- Replies: 9
- Views: 8834
Re: Cnide - an IDE for Circuit Network development [ALPHA]
Some notes if you decide to develop this further: comments are allowed only inside network definitions, I'd expect them to work anywhere a list of supported operators would be nice, e.g. >= , != , & , and | might not be as obvious as other operators power operator is missing (overriden and easil...
- Sun Jun 25, 2017 7:33 pm
- Forum: Implemented Suggestions
- Topic: Adjustable concrete/brick/landfill brush
- Replies: 4
- Views: 5007
Re: Adjustable concrete/brick/landfill brush
There are two controls that partially do what you ask: Larger terrain building area (by default Numpad+) and Smaller terrain building area (Numpad-). They change the brush from 1x1 to 10x10. Both dimensions at the same time though, so no 2x10 and such.
- Sun Jun 25, 2017 1:24 pm
- Forum: Ideas and Suggestions
- Topic: Snooze button for alerts
- Replies: 5
- Views: 3106
Re: Snooze button for alerts
In the meantime you could make your own snooze button with combinators: AlarmSnooze.jpg Inserter is a manual pulse generator, rotate it to "push" the button. You have to put some items (anything works) on the ground for it to pick up. D in the constant combinator is the duration of the sno...
- Sun Jun 25, 2017 11:09 am
- Forum: Technical Help
- Topic: Will concurrent entity update ever be implemented?
- Replies: 2
- Views: 1479
- Sat Jun 24, 2017 11:54 pm
- Forum: Balancing
- Topic: Electric Pole costs
- Replies: 18
- Views: 14033
Re: Electric Pole costs
Substation in v0.15 has reach 18 and coverage 18x18.
- Sat Jun 24, 2017 10:48 am
- Forum: Pending
- Topic: [15.23] Blueprint-Rename-Button missing
- Replies: 3
- Views: 1335
Re: [15.23] Blueprint-Rename-Button missing
Do you have some mods enabled? For example, I couldn't rename some blueprints Picker Extended mod is creating.
- Thu Jun 22, 2017 1:02 pm
- Forum: Gameplay Help
- Topic: Need an unique number for a circuit network
- Replies: 18
- Views: 5711
Re: Need an unique number for a circuit network
It seems incredibly unlikely that you will ever have that happen. You can make it happen by having two outposts built but not connected to the power/circuit network yet and connecting them at the same time by building one power pole. Solutions proposed so far effectively use world position to disti...
- Thu Jun 22, 2017 9:53 am
- Forum: General discussion
- Topic: Platinum and gold
- Replies: 25
- Views: 9348
Re: Platinum and gold
My guess is they meant metal music.makrom wrote:How is that? You mean like out of the perspective of someone who never made it past 3rd grade?Hellatze wrote:metal is matter of perspectives.
- Thu Jun 22, 2017 9:50 am
- Forum: General discussion
- Topic: So, I was going to play OpenTTD next but then...
- Replies: 24
- Views: 12011
Re: So, I was going to play OpenTTD next but then...
The difference between rail signals in Factorio, OpenTTD and IRL is they were designed for different systems. Automatic trains in Factorio/OpenTTD technically don't need any signals you see, since they use underlaying signaling system; signals you see display some properties of that system. A train ...
- Thu Jun 22, 2017 9:40 am
- Forum: General discussion
- Topic: Indefinite research
- Replies: 6
- Views: 2554
Re: Indefinite research
I think queued research option of Auto Research mod may do the thing you want.
- Tue Jun 20, 2017 9:14 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 53877
Re: Friday Facts #195 - Poles re-design
What I like about v1 poles is a sense of progression - small pole is one wooden pole, medium pole is one (and a half) metal pole, big pole is a metal structure. From this, the body of big pole v2a looks too narrow, the bodies of medium poles v2 too wide, and the body of small pole v2 too bright (i.e...
- Tue Jun 20, 2017 4:57 pm
- Forum: General discussion
- Topic: So, I was going to play OpenTTD next but then...
- Replies: 24
- Views: 12011
Re: So, I was going to play OpenTTD next but then...
I haven't played OpenTTD, my impression (just from watching linked tutorial video) is that one of the core differences is trains in OpenTTD have greater acceleration/breaking abilities (and lower maximum speed, although this may change in the later stages of the game). So a train going towards a red...
- Tue Jun 20, 2017 3:47 pm
- Forum: General discussion
- Topic: Platinum and gold
- Replies: 25
- Views: 9348
Re: Platinum and gold
Does that mean that wikipedia is incorrect?makrom wrote:The premise is false, gold is not a good conductor at all.