Search found 76 matches

by Kingdud
Tue Apr 30, 2019 1:14 pm
Forum: Modding help
Topic: [Solved] Stumped on adding recipe category.
Replies: 2
Views: 600

[Solved] Stumped on adding recipe category.

table.insert(data.raw["recipe-category"], {name = "bulksmelting", type = "recipe-category"}) I get the error "Prototype name (bulksmelting) does not match the key name (1)". This makes sense, because I'm actually trying to add an entire key/value pair. I'm no...
by Kingdud
Tue Apr 09, 2019 11:54 am
Forum: Resolved Problems and Bugs
Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
Replies: 21
Views: 13748

Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?

So what exactly is the current speed of the pump? The upper bound seems to be 7133 units/s. It's not consistent, the pumps can easily end up deliver less than that (even between a full tank and an empty tank). If you download 'New Oil Layout - bugreport' from https://forums.factorio.com/viewtopic.p...
by Kingdud
Fri Apr 05, 2019 3:16 am
Forum: Resolved Problems and Bugs
Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
Replies: 21
Views: 13748

Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?

Dominik, could we get the current pump as a 'tier 2' pump (make it require space science for all I care) just to make mega-basing not a huge headache? 3k/s makes sense for pre-rocket factories, but not for post-rocket megabases. I know mods exist for that problem, I just live in a world where stuff ...
by Kingdud
Fri Apr 05, 2019 2:55 am
Forum: Duplicates
Topic: [0.17.25] Pumps not working correctly?
Replies: 4
Views: 1932

Re: [0.17.25] Pumps not working correctly?

Sorry, I forgot how many mods I was using. None of them are relevant to the problem, so I have made a modified map which shows the same behavior, but only uses a single mod (for a fluid void). The fluid void shows a slight improvement (660k/m vs 648k/m) but still shows there's a problem. Both with a...
by Kingdud
Fri Apr 05, 2019 2:40 am
Forum: Duplicates
Topic: [0.17.25] Pumps not working correctly?
Replies: 4
Views: 1932

[0.17.25] Pumps not working correctly?

So, this may not be a bug, but rather a lack of understanding on my part. Essentially, I have 10 offshore pumps directly pumping into storage tanks, which then have 'pumps' (the 12k/s things that require power) going to a fluid void. I should be getting 720k water/minute, but production stats only s...
by Kingdud
Thu Mar 07, 2019 7:53 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.0] Tutorial does not detect gun turret when built
Replies: 8
Views: 2581

Re: [0.17.0] Tutorial does not detect gun turret when built

Confirming this problem still exists in 0.17.7
by Kingdud
Fri Mar 01, 2019 1:40 am
Forum: Modding help
Topic: Module slots only for specific classes of module possible?
Replies: 0
Views: 424

Module slots only for specific classes of module possible?

I suspect what I want to do is not currently possible, but I hold out hope I'm wrong. Nuclear, at present, consumes too many UPS to be used late game. My idea was to make a massive building (secondary containment) which would ideally function no different than the reactors today (IE: uses fuel at a ...
by Kingdud
Sat Dec 29, 2018 3:16 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Generational Nuclear Power
Replies: 3
Views: 1135

[Idea] Generational Nuclear Power

My current map has 136 hours or so on it, and a few mods to improve QoL (who thinks placing 500+ electric mining drills is fun? Nobody! So Big Drills mod go go!). Right now I'm at around 12+4GW (nuclear + solar) power and the thought of building another 4 GW of solar, and then another 4...I'd rather...
by Kingdud
Tue Dec 25, 2018 8:23 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 158782

Re: [MOD 0.16] Miniloader

I feel like an idiot, but I can't get this to work with assemblers. Any idea why? I've attached a picture of what I'm trying to do. I have tried with speed beacons in/out of the assembler, replacing the assembler, changing directions on things, nothing works. Edit: Ok, I get it. The miniloader can *...
by Kingdud
Sat Aug 25, 2018 2:16 am
Forum: Modding help
Topic: How to add radar scan to projectile?
Replies: 1
Views: 678

Re: How to add radar scan to projectile?

Solution: 1. The damage you do with the shell needs to be the first thing listed in the action_delivery/target_effects combo. 2. The damage done needs to kill everything you want to make vanish from the radar image outright. Want absolutely everything dead? Do enough to ensure you do 3000 (post-resi...
by Kingdud
Fri Aug 24, 2018 1:26 am
Forum: Modding help
Topic: How to add radar scan to projectile?
Replies: 1
Views: 678

How to add radar scan to projectile?

I found the AtomicArtillery mod and it's most of what I want, except one thing: when it nukes a base, it doesn't refresh the map like the normal artillery shells do. How do I tweak the mod so it maintains this behavior? To be clear, the round *does* reveal map chunks as it flies, but what I'm talkin...
by Kingdud
Fri Jan 26, 2018 3:09 am
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Desyncs while running
Replies: 43
Views: 12932

Re: [0.16.18] Desyncs while running

Is anyone able to test mac client -> linux server and mac client -> windows server? Literally all I have access to is windows so I can't test anything... On the linux end: You can buy a cheap mini PC for ~$250 that will run linux and let you test. I run my server on a mini PC and have no issues, bu...
by Kingdud
Sat Jan 06, 2018 6:19 pm
Forum: Desyncs with mods
Topic: [0.16.15] Desync without mods
Replies: 1
Views: 1333

[0.16.15] Desync without mods

I was running around a base picking ammo up off a belt and got this desync report. That is what I'd been doing for the past 20 seconds or so.

And the second (later) desync is from the same server, where I was standing around not doing anything while typing out this first desync report.
by Kingdud
Sat Jan 06, 2018 8:06 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 349195

Re: Friday Facts #224 - Bots versus belts

It makes sense that as your technological level increases, so does your ability to do complex things more simply. Automation Machine 3s take up the same space as Automation Machine 1s, but manage to build *far* faster, and more complex, items. It makes sense that logistics bots end up being a great ...
by Kingdud
Sat Dec 23, 2017 6:52 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55615

Re: Friday Facts #222 - Christmas avalanche

Fluid wagons are too large? What? I can move 100,000 units of fluid with a barrel train and only 75k with a fluid train. The overhead of barrels is NOT that hard, once you setup combinators and other such things to make your ~1200 (for 1 one train, +400 for each additional train) barrel setup flow. ...
by Kingdud
Mon Dec 18, 2017 2:40 am
Forum: Desyncs with mods
Topic: [16.5] Desync on connect to server with scenario
Replies: 0
Views: 913

[16.5] Desync on connect to server with scenario

I got a pair of desyncs with 0.16.5 trying to connect to "[FactorioMMO][fmmo] Railworld". I have been able to connect to other servers both with this game version and today. So whatever is going on is specific to this server. Desync files attached. In both cases the desync occurred while t...

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