Search found 76 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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
- 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 ...
- 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...
- 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 *...
- 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...
- 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...
- 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...
- 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.
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.
- 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 ...
- 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. ...
- 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...