Search found 808 matches
- Thu Jan 08, 2015 12:31 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
Hi, I just tested the new release in multiplayer mode. It still complains about 1 player not existing right after placing the reactor structure and reactor chest. Esc the notice and the game continues otherwise crash. The more serious bug has to do with rolling desync that will ensue when you fill t...
- Wed Jan 07, 2015 10:49 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573571
Re: Yuoki Industries 0.2.20 (11.10)
Don't despair. I asked Liquius for help and he said it was the fluidbox. Here is the fix for the most recent version. I tested and it worked. You should double check all engines. require "defines" game.oninit(function() --game.player.force.resetrecipes() end) game.onload(function() --game....
- Wed Jan 07, 2015 7:38 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
Nice refining chain. Way neater than mine ever ends up :P I'm curious though, why did you use beacons instead of radars for the power load? I used beacon because it doesn't reveal more of the map and they use more power than radars. =) Its unfortunate the way steam engines are that you need 93!! to...
- Wed Jan 07, 2015 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Multiplayer rolling desync
- Replies: 2
- Views: 1515
Re: [0.11.8] Multiplayer rolling desync
This issue is not resolved. Desync is still rolling in 0.11.10. I've open a new thread.
https://forums.factorio.com/forum/vie ... f=7&t=7868
https://forums.factorio.com/forum/vie ... f=7&t=7868
- Wed Jan 07, 2015 4:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.10] [cube] Multiplayer Rolling Desync
- Replies: 21
- Views: 9366
[0.11.10] [cube] Multiplayer Rolling Desync
Issue continued from https://forums.factorio.com/forum/vie ... =11&t=7804
These desync is getting to be very annoying.
Savegame
http://www.mediafire.com/download/z36di ... desync.zip
Mods
http://www.mediafire.com/download/dkvco ... c_mods.zip
These desync is getting to be very annoying.
Savegame
http://www.mediafire.com/download/z36di ... desync.zip
Mods
http://www.mediafire.com/download/dkvco ... c_mods.zip
- Wed Jan 07, 2015 12:59 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
Hi, The mod author hasn't gotten to that yet. In the mean time, I've made a world that has all the basis of this mod covered. You can explore the build and understand how it works. -World covers enrichment chain, material acquisition, weapon production, and a 50 MW capable power house build (you can...
- Wed Jan 07, 2015 12:28 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573571
Re: Yuoki Industries 0.2.18 (11.8)
The SFE, FFE, and FHE uses the same code as the sterling and EAH to make its hot fluid...so I don't understand why the game is not registering the placement of those engines. Hitbox issues?YuokiTani wrote:- if replace the engines not help - then i can't help at the moment
- Tue Jan 06, 2015 5:26 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573571
Re: Yuoki Industries 0.2.18 (11.8)
- hmm, 48K fluid uc = 480K solid-uc = 192 stacks ... (9.6 Mio Vanilla Ore/Stone/Wood /50 = 192K vanilla-stacks ->lol ) ... but there is a another issue - if i make the package higher you don't want loose any drop of fluid-uc or break a pipe what contains uc. because 1 fluid-uc = 200 ore. That's a p...
- Mon Jan 05, 2015 6:02 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573571
Re: Yuoki Industries 0.2.19 (11.8)
May I present an energy sufficient, net-gain unicomp cycle that's compact and almost blueprintable (except the FFE and sterling engine). This build needs 50 starter unicomp and a 10 solid fuel to get going and will provide net ~20 unicomp/min. Material investment is equivalent to about 1000 unicomp ...
- Mon Jan 05, 2015 2:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Multiplayer rolling desync
- Replies: 2
- Views: 1515
[0.11.8] Multiplayer rolling desync
Hello, I'm back again with another rolling desync. Just my luck right? It's from the same game that I reported last time. The game is now almost 133 h. The rolling desync seems to be related to beacons as removing them solves the problem. I hope you don't have problems navigating the base, as it is ...
- Mon Jan 05, 2015 1:32 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
If you want more umph, you will need to modify some files as specified here.TehRaven wrote:Thanks Fatmice. Seeing how I already have the infrastructure down I suppose I will continue you on with making more reactors. However, this doesn't seem worthwhile now that I am more familiar with how it works.
- Mon Jan 05, 2015 1:22 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
I'm not getting enough fluid into my steam engines. A few aren't operating. I need insight please. This mod has great potential but... So here is a screenshot. The large reactor, as of version 0.4.2, can not support more than 5.4 MW of generation. From your picture, I see you want to generate 11 MW...
- Mon Jan 05, 2015 1:15 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
Fuel assemblies have a fuel value. The quantity of fuel inserted into the boiler is the sum of all the fuel assemblies (or fuel values) in the chest. Another way of looking at it is that this fuel assembly adds X amount of fuel a few times a second. Increasing the solid fuel value means decreasing ...
- Sun Jan 04, 2015 11:42 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
The other thing to consider is the fuel value. I kept it low as rounding issues could start becoming a pain, you would get cases when adding a fuel assembly did nothing, and other times make a big difference. I guess I just need to save the remainder for the next event. I will have a bash at it tom...
- Sun Jan 04, 2015 10:22 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573571
Re: Yuoki Industries 0.2.18 (11.8)
i'am thinking - the only way to get more unicomp in a energy-cycle is through refining - but i think the plus is consumed by the refinery(energy) itself. so extra generation of unicomp is always needed - or i'am wrong now. but in energy-generation seems a nice way. the intention was to find a good ...
- Sun Jan 04, 2015 9:20 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
In MP, it will complain that there isn't 1 player when placing the reactor. It will crash the game if you click "OK." If you hit Esc, game resumes, but no chest will spawn. So MP is still not working. I tried to figure your problem for the boiler-reactor. The problem isn't pipes or lack of...
- Sat Jan 03, 2015 3:45 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573571
Re: Yuoki Industries 0.2.18 (11.8)
i hope with joy :) - for the FHE i search a solution, the initial idea was to use all lubricant or heavy-oil that in normal game would be storeage in tanks or refined to petroleum-gas - and make so all outputs more useful. theoretical i can switch to petroleum-gas as gas-fired-engine - but i think ...
- Sat Jan 03, 2015 2:03 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573571
Re: Yuoki Industries 0.2.18 (11.8)
yep, you researched the Infinite-Working-Cycle - so it's only fair - name it after you :) i have try this in my game-world but i had problems to get the right setup and transfer the excess. it's so balanced that only with beacons a plus of energy is possible. i used EM-2 always 2 pieces but it's st...
- Sat Jan 03, 2015 1:55 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 214773
Re: [0.11.x] Uranium Power
In theory, a maxed out reactor can put 18/50MW into a fluid. You should be able to achieve that with pressurised water and making use all 4 pipe connections. It's also worth taking into account the efficiency of the steam engine. The vanilla one works at 80%. That makes 14.4MW and 40MW. Vanilla ste...
- Sat Jan 03, 2015 11:31 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573571
Re: Yuoki Industries 0.2.18 (11.8)
LOL...You named one after me.
And for the honor, a ratio of 4:3 Air heater engine to steam-generator will yield positive generation cycle.
Here's a setup that gives 1.728 MW of excess generation. Beacons filled with Efficiency module 3s
And for the honor, a ratio of 4:3 Air heater engine to steam-generator will yield positive generation cycle.
Here's a setup that gives 1.728 MW of excess generation. Beacons filled with Efficiency module 3s