Wow I love it. But yes, the consumption is important here as it looks quite OP.
they are less OP in practice, as the electric buffer empties after 25 shots or so, so the repair rate drops significantly as its limited by the inout flow rate
Wow I love it. But yes, the consumption is important here as it looks quite OP.
they are less OP in practice, as the electric buffer empties after 25 shots or so, so the repair rate drops significantly as its limited by the inout flow rate
Delivering repair packs along with ammo seems like a reasonable challenge for something this useful, and you have to do this with bot networks anyways. Maybe make it a config option?
The problem i figured, is that once you are delivering repair packs, you can use normal roboports, which are much more convenient, and make the tepair turrets obsolete
Do they consume resource packs? Extra electricity when operating?
Yes, they consume extra energy when firing the repair beams. The efficiency upgrade reduces that energy cost by 25%.
They don't consume repair packs, the first implementation did, but I changed my mind after thinking through some gameplay/design considerations.
Link to mod: https://mods.factorio.com/mod/Repair_Turret
They are unlocked with green science.
There are some technologies that make the turrets more powerful and more efficient, so in the end game they can hold their own against behemoth biters.
Also they act as construction range extenders, so you don't need to build roboports along all your walls, using repair turrets will be enough to let bots rebuild destroyed entities. You will need to build ro...
Read moreHello Factorians,
Today I would like to talk to you about my favourite subject - fluid mixing and its prevention. It is a new mechanic introduced in 0.17 that seemed quite simple at first, but has been giving me nightmares ever since.
A while ago I took on the task of updating the fluid system (...
Read moreOriginally posted by Toothless Raider: Good to know that. Is it safe to say that works on Linux as well?Indeed. But you have to use valid Linux path, obviously.
Originally posted by Toothless Raider: WTH? I mean WOW The graphic update is amazing!!!! Keep up the great work!Thanks!
When will heat pipe glow be live on exp?
Next week (probably).
I still fail to see how jumpiness is a problem. When all your factories produce items in lockstep and then all try to grab inputs from a belt simultaneously, chances are that they will temporarily starve each other, too. So they will naturally end up in a rhythm where they cascade their production.
It's the same for pipes. shrug
It helps with seeing production balance, so you see a pipe with a constant 20/100 low flow amount, rather than a 1 second spike of 100/100 and 4 seconds of 0/100.
What's stopping you? /u/klonan
The problem I can see with this issue is that it will mess with how productivity modules work and that it's too different to how the other machines in the game work. I wouldn't want to try to get my head around how some buildings produce at a constant rate and others produce a product at the end of an operation cycle.
I trust in our benefactors to deliver a solution. To be fair, I've not yet experienced any problems with the latest fluid changes at all.
Limiting the input/output flow rate is one good idea, it does smooth out the simulation and reduce jumpiness of ths system.
The solid state thing is never going to happen, its just not feasible.
The heat pipes are also .18, they are post-stable.
The glowing heat pipes will be in the next 0.17 experimental
The FFF images aren't loading for me, but they load if I change their HTTP URL to HTTPS.
Should be fixed now, thanks for letting me know.
Correct me if I'm wrong, but shouldn't thousand celsius be dull red glow? And orange is several thousand?
The factorio universe might just have a different Stefan–Boltzmann constant... ?
Anyone know what the rail bugs are?