Search found 70 matches

by Requia
Thu Apr 25, 2019 1:46 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 885548

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I widened the multicross interior so that I could fit a roboport in the center and I got slightly better performance. 89-->91 on the p1 test in hansjoachim's test bench.
https://pastebin.com/14CXYw5B
by Requia
Wed Apr 17, 2019 1:32 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319269

Re: [MOD 0.13.17+] Rampant - 0.17.19

Is there some reason I should be using Clockwork instead of a different daylight mod? Was planning on Axial Tilt specifically.
by Requia
Sun Mar 17, 2019 6:34 pm
Forum: Technical Help
Topic: Is there any way to undo the evolution progress caused by the 17.13 bug?
Replies: 0
Views: 645

Is there any way to undo the evolution progress caused by the 17.13 bug?

There doesn't seem to be a console command to reset the pollution factor, just to scale it.
by Requia
Tue Mar 12, 2019 1:25 am
Forum: Gameplay Help
Topic: Is there any reason I can't use 6 car trains on a 3-car blocked rail?
Replies: 1
Views: 970

Is there any reason I can't use 6 car trains on a 3-car blocked rail?

Most of my trains will be 3 cars, but I prefer longer trains to more trains when its called for. I'm aware my intersection exits must be a full 6 cars, but it seems that there would be an advantage to setting everything else up as 3 train cars.

Example of what I mean
20190311191752_1.jpg
20190311191752_1.jpg (452.24 KiB) Viewed 970 times
by Requia
Sat Nov 04, 2017 8:54 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1018074

Re: [0.15] Sea Block Pack 0.1.6

Suggestion: make the mudwater to landfill process more efficient. Right now the most energy efficient way to get landfill is from dirtwater electrolysis. Dirtwater is approximately 3MJ/landfill vs 18.75 MJ for mudwater landfills, and more per building resource as well. This both lacks much in the wa...
by Requia
Fri Jul 21, 2017 12:57 am
Forum: Angels Mods
Topic: What did rocket fuel change to exactly?
Replies: 0
Views: 1063

What did rocket fuel change to exactly?

I notice the changelog for petrochem 5.9 says rocket fuel now has a fuel and oxidizer, what exactly is this change? Hydrazine+NTO?
by Requia
Sat May 20, 2017 3:48 am
Forum: Bob's mods
Topic: Nuclear ideas (Thorium and others)
Replies: 69
Views: 35361

Re: Thorium ideas

Well Its a good idea to include molten salt reactors. But then the normal reactors should be able melt down. So you really have a reason for a safe reactor design that doesnt produce "more" energy irl. You could make it equally good too. Then you can make both reactors at the same time an...
by Requia
Wed May 17, 2017 3:56 am
Forum: Resolved Problems and Bugs
Topic: [15.11] Mass Production 3 achievement is not tracking
Replies: 2
Views: 2482

[15.11] Mass Production 3 achievement is not tracking

The coutner for the Mass Production 3 achievement got stuck at 6.4M after the update. I've got 7.1M made according to the production screen.
by Requia
Wed May 17, 2017 3:53 am
Forum: Resolved Problems and Bugs
Topic: [15.11] Some Achievments not registered on in game tracker.
Replies: 3
Views: 2728

Re: [15.11] Some Achievments not registered on in game tracker.

I'm seeing that too actually (though with Mass Production 3). But it needs its own bug report.
by Requia
Wed May 17, 2017 12:08 am
Forum: Resolved Problems and Bugs
Topic: [15.11] Some Achievments not registered on in game tracker.
Replies: 3
Views: 2728

[15.11] Some Achievments not registered on in game tracker.

I just finished the game and Raining Bullets, Steam All the Way, and Logistic Network Embargo did not fire correctly in game. They do show up as complete achievements in Steam however. I even grabbed a screenshot cause grabbing all three of those at once was sort of the point of this run. Smoke me a...
by Requia
Mon May 01, 2017 3:50 am
Forum: Mods
Topic: Turn off Oxygen?
Replies: 0
Views: 961

Turn off Oxygen?

Is there a way to turn off the need for oxygen?

It's just absurdly silly to be making oxygen tanks if coal burns, the very fact that coal burns means its a breathable atmosphere.
by Requia
Fri Jan 13, 2017 7:50 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 80303

Re: Friday Facts #173 - Nuclear stuff is almost done

So how much energy per unit of ore do we get out of this?

One of my big hopes was a realistic ratio of uranium to coal (how much varies by assumptions about the ore grades but at least 10000:1). Not clear if I'm getting my wish or not.
by Requia
Sun Oct 30, 2016 12:47 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230910

Re: Bugs & FAQ

All of the latest... I don't have Bob's Power (it trips a realism tick for me to have efficiencies that high), since others do let me try installing that and see what happens. Edit: no change, but noticed something odd, the tech tooltip says bobwarfare > angelspetrochem > bobwarfare, is that what ot...
by Requia
Sat Oct 29, 2016 9:01 pm
Forum: Pending
Topic: My game crashed out of nowhere
Replies: 3
Views: 1623

Re: My game crashed out of nowhere

I've got the same issue, graphics engine crashes with no errors in log. Ubuntu 14.04 Happens on both Intel (Mesa 11.0.2) and AMD graphics (proprietary driver, final version). AMD require me to term-signal the game, in the case of intel graphics the graphics engine restarts itself after a little bit,...
by Requia
Sat Oct 29, 2016 12:53 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230910

Re: Bugs & FAQ

The Nitroglycerin tech from bob's warfare cannot be researched, Bob said to redirect it here.
by Requia
Sat Oct 29, 2016 12:47 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175334

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Um, I mean I not allowed to research the technology not that I can't figure it out, it's unavailable' despite the prerequisites being researched. The recipes work fine if I cheat it in. Will refer to Angel but want to be clear what it is.
by Requia
Fri Oct 28, 2016 5:31 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175334

Re: [0.12.x][v0.12.11] Bob's Warfare mod

I can't research the Nitroglycerin tech while using Angel's Petrochem.
by Requia
Fri Oct 28, 2016 5:20 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230910

Re: Bugs & FAQ

Workaround, set the following in bobconfig: Or just use this: https://mods.factorio.com/mods/Arch666Angel/angelstrigger-refining-enableproductivity As described that's completely unrelated. The problem isn't using prod modules in Angel's machines, but that prod modules can't be used in Vanilla/Bob ...
by Requia
Thu Oct 27, 2016 1:15 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1230910

Re: Bugs & FAQ

Productivity modules do not work in any Angel recipes, error message states that the recipes are not registered intermediaries. I'm using Bob's modules. Workaround, set the following in bobconfig: bobmods.config.modules.EnableProductivityLimitation = false Which allows them to be used on everything,...
by Requia
Sun Oct 23, 2016 3:09 am
Forum: Angels Mods
Topic: All oil fields are very small regardless of settings.
Replies: 4
Views: 2839

All oil fields are very small regardless of settings.

It seems that no matter what I put into the base settings I can't get more than 5 or 6 oil wells per site, compared to sometimes 40 or more in vanilla. Am I missing something with petrochem and that's actually enough to keep plastic flow going somehow?

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