Search found 66 matches
- 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...
- 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...
- 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 ...
- 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. -...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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
I could gnaw on that for you, but it wouldn't help.greenglaz wrote:Couldn't you find better place to upload your mod - stupid mediafire.com won't open!
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- Wed Jan 22, 2014 11:54 pm
- Forum: General discussion
- Topic: Steel
- Replies: 37
- Views: 17889
Re: Steel
I say again, difference exaggerated for effect.Hazard wrote:That makes no sense at all.
- 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...