Search found 66 matches

by Zeeth_Kyrah
Sat Jan 24, 2015 2:32 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 212815

Re: [0.11.x] Uranium Power

Aw, that's quite sad. Hope you can return to it in due time. I'll see if I can get the assembly to decay. I have some ideas about this. Thanks. The problem I couldn't figure out is the reprocessing side. I wanted the fuel to have multiple states of decay (ie fresh, spent, and a few points in betwee...
by Zeeth_Kyrah
Fri Jan 09, 2015 2:16 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67107

Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.7

I feel I should take a break on the mod updates as other things IRL need some attention. I'd rather wait for a new stable, primarily as some optimization things influence the mod workings in strange ways (last fix was also due to this). The mod is public domain (to be obsolete relatively soon anywa...
by Zeeth_Kyrah
Tue Jan 06, 2015 12:49 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 212815

Re: [0.11.x] Uranium Power

As a content suggestion, if you want to go with super-critical fluids, you could use CO2 in a supercritical state and run it through Brayton-cycle gas turbines in a closed loop system. Which means you'd need to add an air compressor to get that CO2. Here's a relevant link from "The Energy From ...
by Zeeth_Kyrah
Sat Jan 03, 2015 6:33 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 212815

Re: [0.11.x] Uranium Power

I should clarify, since its not that they clog from too much liquid, more along the lines of not producing fast enough to meet demand from the 2:1 ratio. So -plant one, .7%, operates twice before plant two (1.1%) can operate once. -Plant two operates twice before plant three (1.5%) operates once. -...
by Zeeth_Kyrah
Sat Jan 03, 2015 5:00 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 212815

Re: [0.11.x] Uranium Power

What I find is that I don't need to rush tons of uranium all at once. So I made ONE tank for each fraction (percentage level), and every chemical plant feeds from the source tank to the appropriate output tanks. I can build all the plants in a loop and then use underground pipes to loop back each fr...
by Zeeth_Kyrah
Tue Dec 30, 2014 11:44 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 45862

Re: Friday Facts #66 - Merry christmas

I'm wondering if it was better if the terrain type would have more influence on the factory we build. Currently it doesn't matter at all if we build on desert or grassland or the brown area, and this means that if I start a new game on a new map, I don't see much difference. Sure water and enemies ...
by Zeeth_Kyrah
Mon Dec 29, 2014 7:02 am
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 45862

Re: Friday Facts #66 - Merry christmas

Kovarex, can you also make the smart inserters smarter? I would like it to be able to handle different items seperately (now the AND operation is forced on red and green condition). It would be great if i could set it up to pick repair packs from train if there are less than 50, or fuel if there is...
by Zeeth_Kyrah
Mon Dec 29, 2014 6:57 am
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 45862

Re: Friday Facts #66 - Merry christmas

The thing I've found useful in circuit sensors comes from a mod: sensing fluid level in storage tanks. That way I can control my oil production better, so I never run out of light and heavy oil. I'd also like more fluids (and maybe more materials), like fuel for your spaceship. And let's have blue w...
by Zeeth_Kyrah
Mon Dec 22, 2014 11:48 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 212815

Re: [0.11.x] Uranium Power

Maybe add breeding reactors or a reenriching process for spent fuel? that way you don't just end up with tons of depleted pellets Yes. :) I'd love to see a breeder and reprocessing systems. Maybe even a fluid-fuel reactor with reprocessor! And then thorium wouldn't be too hard to add into the mix o...
by Zeeth_Kyrah
Tue Dec 16, 2014 7:16 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330836

Re: [MOD 0.11.6] Treefarm v1.2.6

greenglaz wrote:Couldn't you find better place to upload your mod - stupid mediafire.com won't open!
I could gnaw on that for you, but it wouldn't help. ;)
by Zeeth_Kyrah
Thu Dec 04, 2014 9:02 pm
Forum: News
Topic: Friday Facts #62 The automation of Factorio
Replies: 16
Views: 26482

Re: Friday Facts #62 The automation of Factorio

I just wanted to say thank you, thank you, for doing all that work on optimization and multithreading! Now that the renderer runs in a separate thread from the world engine, my computer (which has weak CPU and cheap graphics card) can actually keep up with the game and not stutter except when a back...
by Zeeth_Kyrah
Thu Dec 04, 2014 8:49 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67107

Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.5

Now that I've read the full thread and understand that the power switches should have a smart wire ON the center part, I can go back and set up that control system for keeping my oil processing balanced. I was hoping that I could run some chemical plants using smart tanks, to say that if the storage...
by Zeeth_Kyrah
Thu Dec 04, 2014 7:56 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 212815

Re: [0.11.x] Uranium Power

I've been using this mod in my latest game, and it is actually quite fun. I have a series of chemical plants with storage tanks in between for enrichment (with the lower-value stuff looping back to previous tanks), and as long as there is a final output that leaves the system, they don't seem to clo...
by Zeeth_Kyrah
Fri Nov 28, 2014 8:21 am
Forum: Mods
Topic: [MOD 0.11.x] Telepad 1.1.1
Replies: 18
Views: 20450

Re: [MOD 0.11.x] Telepad 1.1.1

Looks awesome! I'm not sure about the energy costs, though. I'd lower the keep-warm cost to 100W or so, and have an energy buffer like the roboports that fills at up to 100kW. Then teleportation would require some amount per unit distance (10kJ? 50k?), drawn from the energy buffer of the local telep...
by Zeeth_Kyrah
Tue Apr 08, 2014 12:46 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1004040

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

Factorio 0.12 Working Multiplayer. Oil extension (boiler for oil, oil wagon). Fight revisit (balancing, tank, more enemies variety, ...) Proper tech tree. I actually think that needing to transport liquids via barrels (as opposed to using oil wagons) is an interesting mechanic in itself and provide...
by Zeeth_Kyrah
Fri Apr 04, 2014 12:49 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1004040

Re: Factorio Roadmap

""Factory sound background". Entities in the game will have specific sounds that play when player is near. " This sounds like a really good thing and I want just to say, that this should be extended to the type of backgroundmusic which is played. In later game, you will have big...
by Zeeth_Kyrah
Tue Feb 04, 2014 8:04 pm
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9953

Re: Logistics storage fixes

:idea: If we're going to talk about roboports, why not take advantage of tools already present: reduce the area of effect (AoE) of the robotports themselves, and then add a module slot so players can improve the AoE (productivity), the charging speed (speed), or the cost to charge and maintain the r...
by Zeeth_Kyrah
Sun Jan 26, 2014 12:26 am
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9953

Re: Logistics storage fixes

You get to partition your disks in a hard drive array. Why can't you partition your chests in a resource array? I don't know anyone that partitions their hard drives for 'organization' in an array. If you partition your drives in a hard drive array you don't get to choose what goes where. Not in th...
by Zeeth_Kyrah
Wed Jan 22, 2014 11:54 pm
Forum: General discussion
Topic: Steel
Replies: 37
Views: 17889

Re: Steel

Hazard wrote:That makes no sense at all.
I say again, difference exaggerated for effect.
by Zeeth_Kyrah
Wed Jan 22, 2014 11:52 pm
Forum: Ideas and Suggestions
Topic: Logistics storage fixes
Replies: 23
Views: 9953

Re: Logistics storage fixes

Hmm I'm not really sure what exactly you are getting at. But I've seen this sort of question raised before in other posts. You have the right idea though, it is essentially a storage 'array'. The thing with a storage array is that it really shouldn't be organized because you don't organize an 'arra...

Go to advanced search