Search found 253 matches
- 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 ...
- 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...
- 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?
- 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
- 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
- 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
- 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)
- 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
- 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...
- 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
- 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.
- 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...
- 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...
- 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 (...
- 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...
- 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...
- 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
- 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...
- 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...
- 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...