Search found 253 matches

by MalcolmCooks
Sun Dec 04, 2016 9:23 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57669

Re: Friday Facts #167 - Reactors Operational

If the cooling fails the reactor explodes and creates a ruin that creates a ton of pollution forever. The radiation destroys everything that comes too close. The player, cars, robots. Which means the ruin can't be erased. The same happens if the reactor is destroyed during an attack. I'd say maybe ...
by MalcolmCooks
Sun Dec 04, 2016 9:13 pm
Forum: Gameplay Help
Topic: monster spawners seem broken
Replies: 4
Views: 1959

Re: monster spawners seem broken

biter nests don't appear randomly, a group of biters from one nest will actually choose a place to spawn a nest, go there, and then die, which causes a nest to spawn. my guess is that you cleared out a region large enough that there are no nests on the map to spawn new ones, since anything in unexpl...
by MalcolmCooks
Sun Dec 04, 2016 6:43 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 509426

Re: Simple Questions and Short Answers

when show_enemy_expansion_candidate_chunks is enabled, what does the colour gradient from green to red mean? is red more likely or less likely for biters to expand to?
by MalcolmCooks
Sun Dec 04, 2016 12:11 am
Forum: Gameplay Help
Topic: Combinator displaying signal rules in alt view?
Replies: 8
Views: 6763

Re: Combinator displaying signal rules in alt view?

damn thanks. dunno why I didn't think to look in graphics settings
by MalcolmCooks
Sat Dec 03, 2016 11:39 pm
Forum: Ideas and Suggestions
Topic: Make burner inserters more useful
Replies: 8
Views: 2570

Re: Make burner inserters more useful

I think this is a good idea..... but it has been suggested for as long as I have been playing (since .11) so unfortunately I think that if they were ever going to change this, they would have already :(
by MalcolmCooks
Sat Dec 03, 2016 9:01 pm
Forum: Gameplay Help
Topic: Combinator displaying signal rules in alt view?
Replies: 8
Views: 6763

Re: Combinator displaying signal rules in alt view?

it's not....... please show a screenshot? Because I can't find the option
by MalcolmCooks
Sat Dec 03, 2016 6:38 pm
Forum: Gameplay Help
Topic: Combinator displaying signal rules in alt view?
Replies: 8
Views: 6763

Re: Combinator displaying signal rules in alt view?

it might be a mod or it might be that people have edited the screenshots to show the combinator conditions, so that people can easily see how the build works. But no as far as I'm aware there is no way to do this in game (although it would be hella useful)
by MalcolmCooks
Sat Dec 03, 2016 6:13 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57669

Re: Friday Facts #167 - Reactors Operational

I prefer the way the devs have it set up now :)
by MalcolmCooks
Sat Dec 03, 2016 5:19 pm
Forum: Implemented Suggestions
Topic: Filter Inserters: INVERT filter.
Replies: 23
Views: 10441

Re: Filter Inserters: INVERT filter.

Place car in some reach of the depot and it will be moved into the depot (just place hazard concrete around the depot and any vehicle on that ground is moved slowly to the next depot) What about with belts? it would take some extra work than just moving the car along the ground like belts do curren...
by MalcolmCooks
Sat Dec 03, 2016 3:05 pm
Forum: Balancing
Topic: Please use Stone in more recipies
Replies: 18
Views: 6883

Re: Please use Stone in more recipies

Landfills are a good sink of stone. And I have been using them a lot, to make perfectly straight shorelines for steam power plants
by MalcolmCooks
Sat Dec 03, 2016 3:01 am
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57669

Re: Friday Facts #167 - Reactors Operational

I think they are just using the idea of heat pipes in lieu of coming up with an actual heat-exchange fluid, which could be any one of a number of things.
by MalcolmCooks
Sat Dec 03, 2016 1:23 am
Forum: Balancing
Topic: Overall Game with Resources / Enemies
Replies: 4
Views: 1878

Re: Overall Game with Resources / Enemies

I think you would like RSO mod I agree that the base game makes resources too abundant (unless you want to make a megabase for the lols), and that trains are mostly irrellevant - or at least, the rail networks you need to build in the base game are actually small compared to real life. Anyway RSO ch...
by MalcolmCooks
Sat Dec 03, 2016 1:10 am
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57669

Re: Friday Facts #167 - Reactors Operational

I wonder one thing: the current boilers, those made bigger here, are those for coal right? What do they have to do with nuclear power? They're for coal... the nuclear plant should heat up steam right in its reactor, in a closed water circuit (because it's radioactive), which in turn heats up a seco...
by MalcolmCooks
Sat Dec 03, 2016 1:05 am
Forum: Ideas and Suggestions
Topic: All players, bots and vehicles should update radar intel
Replies: 37
Views: 7361

Re: All players, bots and vehicles should update radar intel

players already cover an area by extension, cars and tanks do as well because they must have a player driving them if you want to keep track of your trains, place radars to cover your rail network. I do this because I like to be able to see exactly where each of my trains is when I look at the map (...
by MalcolmCooks
Fri Dec 02, 2016 10:05 pm
Forum: General discussion
Topic: The cooling tower design
Replies: 10
Views: 6483

Re: The coolng tower design

Cooling towers like this are huge structures. I question the wisdom of just shrinking them down to fit the scale of everything else in Factorio. I think the cooling towers should be based on the smaller versions used in industry: http://amchiller.com/wp-content/uploads/2014/01/American-Chillers-Cool...
by MalcolmCooks
Fri Dec 02, 2016 7:16 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57669

Re: Friday Facts #167 - Reactors Operational

Doesn't a reactor require water to keep the rods submerged and cool? Looks like the reactor is just providing heat for the boilers to turn water into steam. Depends on the kind of reactor. Yes, most reactors currently in use use water as a coolant, but they are succeptible to steam explosions in th...
by MalcolmCooks
Fri Dec 02, 2016 7:09 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57669

Re: Friday Facts #167 - Reactors Operational

The red desert looks like mars....... nice
by MalcolmCooks
Fri Dec 02, 2016 6:37 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 57669

Re: Friday Facts #167 - Reactors Operational

I think it seems pretty good so far! No doubt there will be some backlash to increasing the size of the boilers so much, because it means setups will have to change drastically, but I think reworking the steam system is right - it's a bit weird the way it works currently. Maybe 3x2 is a bit large an...
by MalcolmCooks
Fri Dec 02, 2016 6:02 pm
Forum: Ideas and Requests For Mods
Topic: [FULFILLED] Mod to increase pollution spread
Replies: 8
Views: 2962

[FULFILLED] Mod to increase pollution spread

Since changing from .12 to .14 it seems to me like pollution does not spread as far... I think some people have mentioned that this is because tree density was increased, but the pollution absorption effect of trees was not changed. So I would like to have a mod that will re-balance it by decreasing...
by MalcolmCooks
Fri Dec 02, 2016 12:03 am
Forum: Implemented Suggestions
Topic: Filter Inserters: INVERT filter.
Replies: 23
Views: 10441

Re: Filter Inserters: INVERT filter.

ah that's very true. :shock: well... inserters will load and unload the car if you position it correctly... and you can manually turn them on and off using a constant combinator. You could always unload everything, and filter out what you want to keep, drive it forward to a loading area where a ches...

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