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Ghosts you place from blueprints or shift clicking stay forever, ghosts from destroyed items still expire after a while.
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# ? Oct 3, 2016 15:54 |
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# ? Jun 11, 2024 17:32 |
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Reactors update! https://mods.factorio.com/mods/GotLag/Reactors 25 MW power pack, description of pump settings here. Yes, I know I need to do a proper write-up at some point.
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# ? Oct 3, 2016 16:12 |
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Last time I played the rocket was still a gray textbox so I'm seeing lots of improvements, but oil transport still sucks? Got a train moving 10 barrels back and forth between three exhausted (but moduled) deposits and the central refinery. Am I overlooking some new mechanic or does the game still expect me to lay miles of underground pipes? Note that I'm planning on installing all the quality of life mods I've seen in the thread (and maybe that kick-rear end reactor, too), but this game is to remain mod-free; any tips to make it as painless as possible are appreciated.
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# ? Oct 3, 2016 18:49 |
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seravid posted:Am I overlooking some new mechanic or does the game still expect me to lay miles of underground pipes? Either barrel the oil and use trains, or install a tanker mod.
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# ? Oct 3, 2016 18:50 |
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GotLag posted:Reactors update! Oh, nice! I just got my breeder setup running nicely last night, can't wait to try out the new toys!
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# ? Oct 3, 2016 18:54 |
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GotLag posted:Reactors update!
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# ? Oct 3, 2016 18:58 |
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seravid posted:Last time I played the rocket was still a gray textbox so I'm seeing lots of improvements, but oil transport still sucks? Got a train moving 10 barrels back and forth between three exhausted (but moduled) deposits and the central refinery. Am I overlooking some new mechanic or does the game still expect me to lay miles of underground pipes? Note that I'm planning on installing all the quality of life mods I've seen in the thread (and maybe that kick-rear end reactor, too), but this game is to remain mod-free; any tips to make it as painless as possible are appreciated. If it's within about 300 underground pipes, just lay them (that's approx the distance you can parallel double pump things without speed losses). At least you can just click n run now so it's fairly painless. Any further make a hundred or so barrels and train it.
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# ? Oct 3, 2016 19:30 |
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seravid posted:Last time I played the rocket was still a gray textbox so I'm seeing lots of improvements, but oil transport still sucks? Got a train moving 10 barrels back and forth between three exhausted (but moduled) deposits and the central refinery. Am I overlooking some new mechanic or does the game still expect me to lay miles of underground pipes? Note that I'm planning on installing all the quality of life mods I've seen in the thread (and maybe that kick-rear end reactor, too), but this game is to remain mod-free; any tips to make it as painless as possible are appreciated. My oil stations look like this: And the wagons are set up like this: The trains are set up to wait until empty "barrels = 100" on the unload and "full barrels = 0" in the filling stations. Simple to set up and one pair of assemblers are fast enough to feed a surprising amount of refineries. edit: please ignore the messy pipes etc this was the first one I built many weeks ago Elos fucked around with this message at 19:45 on Oct 3, 2016 |
# ? Oct 3, 2016 19:42 |
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GotLag posted:Reactors update! I upgraded the Yuoki save I have these in and they are running at half power (56 degrees), they were going flat out before. I set the pumps and triggers up as you described and it pulses on and off at about 1Hz. Do I have to lift the buildings and put them back down or something?
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# ? Oct 3, 2016 19:45 |
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Ratzap posted:I upgraded the Yuoki save I have these in and they are running at half power (56 degrees), they were going flat out before. I set the pumps and triggers up as you described and it pulses on and off at about 1Hz. Do I have to lift the buildings and put them back down or something? Worth a shot. First rule of computers: turn it off, turn it on again
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# ? Oct 3, 2016 19:47 |
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If you run pipes parallel to some power lines, you can theoretically slide in some pump formations that'll increase speeds that oil will reach the endpoint. Just be aware that higher numbers of pumps the distance between stations dramatically decreases, if you check this Factorio forum post you will see that a single pump can shove oil a distance of 759 pipes before slowdown, but five pumps can only keep it pressurised for only 4 pipes (underground pipes count as two, one for each endpoint).
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# ? Oct 3, 2016 19:48 |
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Are there any mods to make stuff like balancing across multiple belts less of a pain in the rear end?
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# ? Oct 3, 2016 19:57 |
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Klaus Kinski posted:Are there any mods to make stuff like balancing across multiple belts less of a pain in the rear end? Hacked splitters might help https://mods.factorio.com/mods/Murdersquish/hacked-splitters
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# ? Oct 3, 2016 20:01 |
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RiotGearEpsilon posted:Worth a shot. First rule of computers: turn it off, turn it on again It's a real PITA, I had them set up putting out a steady 25.1 MW each and now she no worky no more. I might just slide 1.1.1 back in and forget this release happened.
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# ? Oct 3, 2016 20:06 |
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What's your setup?
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# ? Oct 3, 2016 22:11 |
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Installing mods for this game is a pain in the rear end. Is there any good packs I can download with Angel Ores and Bob's mods? I tried grabbing the one off Arumba's stream but it seems to be out of date.
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# ? Oct 3, 2016 22:18 |
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Demiurge4 posted:Installing mods for this game is a pain in the rear end. Is there any good packs I can download with Angel Ores and Bob's mods? I tried grabbing the one off Arumba's stream but it seems to be out of date. you do know there's an in-game manager for mods now, right? It's never been easier.
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# ? Oct 3, 2016 22:23 |
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Renegret posted:you do know there's an in-game manager for mods now, right? So that thing's worth the hassle of setting up an account?
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# ? Oct 3, 2016 22:37 |
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Ehhh..maybe? It could have a better UX; you can only update/install a single mod at a time and each time you do it resets the filters back to the defaults so if you're trying to get all the mods necessary for say, Bob's Mods, you have to keep doing the same stupid steps over and over again.
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# ? Oct 3, 2016 22:39 |
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OddObserver posted:So that thing's worth the hassle of setting up an account? It makes it super easy to install mods 10/10 would download again
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# ? Oct 3, 2016 22:59 |
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They said fixed the ordering of the mod portal list a patch or two ago. If you grab one of Arumba's packs you can then just have it automatically update all the mods for you, with the exception case of Angel's petroleum, which isn't in Arumba's packs yet. Beware that he's been cutting stuff like Hacked Splitter, EvoGUI, Factorissimo and Inventory Sorting from the packs because they have comparatively high impacts on performance, so if you want those you'll have to grab them yourself. It's also worth grabbing GotLag's flowcontrol mod, as whilst bob's seems to have almost everything else (near and far inserters etc) I don't think it has all those functions quite yet. You might want to play with RSO's settings if you use it and are used to large resource patches in the starting area, the config files are in the zip. And autofill, for some reason it currently prefers feeding poles to burners instead of raw wood. Nullkigan fucked around with this message at 00:04 on Oct 4, 2016 |
# ? Oct 3, 2016 23:42 |
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GotLag posted:What's your setup? The same as your first reference one but with 8 YI generators each instead of the 50 engines. This is the picture I posted before If I use version 1.1.1 and load the save it runs steady at 25MW each reactor. I drop in 1.3.0 and they sit at 56 degrees water or pulse if the output pumps have a 100 degree setting.
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# ? Oct 3, 2016 23:56 |
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How much water do those engines use?
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# ? Oct 4, 2016 09:00 |
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GotLag posted:How much water do those engines use? All of it, the tanks never filled and I took them out later. I went into the save again with 1.1.1 running and took this just now hovering over the controls so the numbers are visible. The first generator shows 0.4 water, the rest none but they have full performance bars. EDIT: I went and checked the LUA for those generators, they have fluid_usage_per_tick = 0.6602 Ratzap fucked around with this message at 09:18 on Oct 4, 2016 |
# ? Oct 4, 2016 09:11 |
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Ratzap posted:EDIT: I went and checked the LUA for those generators, they have fluid_usage_per_tick = 0.6602 Well, there's your problem. 0.6602 * 4 = 5.2816 fluid per tick 5.2816 * 60 = 316.896 fluid per second Heating 1 unit of water 1 degree requires 1 kJ, so: 316.896 * 85 = 26936.16 kW
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# ? Oct 4, 2016 10:27 |
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The odd part is it worked before, it was only on a whim that I went and looked in the LUA.
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# ? Oct 4, 2016 10:39 |
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Ratzap posted:The odd part is it worked before, it was only on a whim that I went and looked in the LUA. The previous heat transfer algorithm had an error in it and could enter unstable oscillation in certain conditions. I guess a side-effect was slight overproduction in your case.
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# ? Oct 4, 2016 10:58 |
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GotLag posted:The previous heat transfer algorithm had an error in it and could enter unstable oscillation in certain conditions. I guess a side-effect was slight overproduction in your case. I put the new steam turbine parts you provided in but they're not producing as much as they should. Are they secondary power perhaps? I have tons of that for demand loading (to cover the crazy YI machines that draw 150MW) that are secondaries and I see them active. I was wanting to use the nuclear to provide primary power since it has a minimum anyway. When I set them up with 2 of your engines and the pumps as your last description where in comes on < 200 water and out at temp = 100, they cut out frequently as the coolant temp doesn't seem to stay at 100 for any length of time.
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# ? Oct 4, 2016 11:20 |
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I've changed turbine priority to primary output and increased theoretical reactor max power to 27.5 MW. I've also played around with stack sizes - uranium, DU and spent fuel now stack to 100, enriched fuel and plutonium stack to 10.
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# ? Oct 4, 2016 13:35 |
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GotLag posted:I've changed turbine priority to primary output and increased theoretical reactor max power to 27.5 MW. I've also played around with stack sizes - uranium, DU and spent fuel now stack to 100, enriched fuel and plutonium stack to 10. I saw the new version and put it in. They're still not behaving well under load though. If I remove the output pump condition they settle to running at 65 degrees. If I keep a condition of pump when coolant temp > 99 they pulse on for a second or two then off for one while the water reheats. I put in a forth reactor running fission, the other 3 are running as breeders but they all behave the same way. I split the power network off from the reactor buildings and they are serviced by a separate network (that way brownouts should have no impact on the reactors running needs). I should get 100MW from them combined but when I drop a massive load onto the network, they barely give 56MW. Normal factory running at around 75MW they handle ok but still pulse with temperature.
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# ? Oct 4, 2016 13:48 |
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You've got four pumps pulling out (max flow of 600 fluid/sec) and 6 offshore pumps going in (max 360). If I put four output pumps on my test rig and cold-start it under full load it also fails to achieve a steady output. One thing that seems to work is on each pair of output pumps, having the second only start when core temp > 105. Edit: by the way, the input pumps aren't decorative. GotLag fucked around with this message at 14:38 on Oct 4, 2016 |
# ? Oct 4, 2016 14:31 |
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GotLag posted:You've got four pumps pulling out (max flow of 600 fluid/sec) and 6 offshore pumps going in (max 360). That's not what the last few tests looked like tbh. I played around with all sorts of different input/output pump combinations and nothing made it improve to any great degree. With 4 of them I tried out slight variations from one to the other and compared the control panels but they all behaved the same way. I tried the YI pipes, iron pipes, pumps, no pumps - all sorts. I tried putting the YI generators back because you'd increased the output a bit but they did the same too.
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# ? Oct 4, 2016 18:15 |
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Is there a way to get the game to somehow run at a different than screen resolution? The game keeps getting stuck for seconds at a time on my chomebook, and zooming out makes the fps trash on lowest settings, both I imagine due to the high resolution screen. Playing in a window that's a quarter of the screen, the game runs great even at max graphics settings, though. But, the window is then absolutely tiny and the game feels claustrophobic. I know 0.12 ran way better, but I have no idea why. e: Apparently the intel driver I had installed didn't like factorio in particular, all versions ran like poo poo. After updating it it works fine again even on highest settings Truga fucked around with this message at 20:04 on Oct 4, 2016 |
# ? Oct 4, 2016 19:25 |
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I was perpetually short on red circuits during its building, but I sent my first rocket into space! Much joy was experienced, it's a really good game.
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# ? Oct 5, 2016 01:05 |
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Chev posted:I was perpetually short on red circuits during its building, but I sent my first rocket into space! Only one rocket? You should launch at least one a minute. Maybe more.
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# ? Oct 5, 2016 01:09 |
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Chev posted:I was perpetually short on red circuits during its building, but I sent my first rocket into space! Did you remember to put a satellite in it? Edit: I hate this fucker: Him: "It's better, but still seems glitched to me. Crafting suddenly pops from current progress to basically 0 when a reactor is not under load. That's free energy if you somehow time it right." Me: "The reactor recipes (fission and breeder) should last 10 seconds, not 120. I'm curious as to why yours haven't automatically updated." Him: "Since I migrated from Nucular I forked version 1.1.1. I wrote a migration script to rename items, added Nucular's weapons and steam turbine. I also made your reactor interfaces report their inventories so I can only make them craft on demand." Thanks for telling me before I wasted time looking for a bug that only exists in your broke-rear end "tweaked" version, you shitwit. GotLag fucked around with this message at 09:00 on Oct 5, 2016 |
# ? Oct 5, 2016 08:45 |
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GotLag posted:Thanks for telling me before I wasted time looking for a bug that only exists in your broke-rear end "tweaked" version, you shitwit. I read that on the forums and laughed. That Optera guy has popped up (or pooped up?) in other threads talking bollocks. That's if you needed any other hints besides the MLP avatar he/she/it uses. There's a number of MLP/furry/anime avatar users on the official forums and oddly enough a large percentage are shitlords. It's almost like there's a correlation there somewhere. If mexmer pays you a visit you're in for a treat.
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# ? Oct 5, 2016 12:40 |
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I feel I should also point out that best as I can tell, the code he posted does nothing but make crafting time proceed at a constant 2x the listed rate, no matter reactor load. CRAFTING_INCREMENT is the per-update change at the default crafting speed, and he's comparing it to the difference in crafting progress between this update and last (multiplied by throttle as a fraction of 1), and taking the maximum of those two, which should always be CRAFTING_INCREMENT. GotLag fucked around with this message at 16:56 on Oct 5, 2016 |
# ? Oct 5, 2016 16:51 |
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0.14.13FactorioBot posted:
Nice RCON additions.
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# ? Oct 5, 2016 19:18 |
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# ? Jun 11, 2024 17:32 |
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Is there a mod or something that lets you designate a mass replacement of something via construction bots? I want to replace all the old yellow belts I have lying around with red ones and doing it completely manually is a pain in the rear end.
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# ? Oct 6, 2016 15:58 |