Search found 17 matches
- Fri Sep 29, 2023 1:01 pm
- Forum: General discussion
- Topic: Quality Poll
- Replies: 22
- Views: 2617
Re: Quality Poll
Don't forget: after we have decised what the final names will be in English, we cant have serveral more discussions for all the other languages. That why I think using quality level/tier I, II, III, IV, V or 1, 2, 3, 4, 5 would be the best option. This will translate a lot easier. Multiple items alr...
- Fri Sep 29, 2023 12:45 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78424
Re: Friday Facts #378 - Trains on another level
Can we walk on the bridges? You can't. biters also can't walk it. If you can't walk on the rail bridges, how will you build long bridges? Only by riding the train and having personal roboports? This seems a bit restricted. I can understand you are trying to avoid biters to cross, but the engineer(s...
- Tue Feb 28, 2017 9:15 pm
- Forum: Multiplayer / Dedicated Server
- Topic: [linux] Dedicated server init script
- Replies: 115
- Views: 116381
Re: [linux] Dedicated server init script
Bisa, Please help me out. I'm running a ubuntu server at home and I'm trying to setup a headless server. I'm still new to linux, but I know how to run a headless server. But I read everywhere I should use your init script in combination with the updater from narc0tiq. I can see why an updater would ...
- Mon Jan 09, 2017 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7245
Re: Complete nuclear implementation concept
You know, this could be one of two possible paths for fission power which could both exist in the game. The other could require the use of a chemical plant to isolate heavy water for the moderator in the reactor, but letting you skip the enrichment steps for new fuel. Either way, nuclear weapons co...
- Mon Jan 09, 2017 3:45 pm
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7245
Re: Complete nuclear implementation concept
You are right in that safe waste storage needs to be an ongoing problem-mostly my beef is with dedicated low/high level waste storage, and the inability to ferry the stuff with drones, players or trains. (Trains in particular-without them, the only way to safely transport waste over long distances ...
- Fri Jan 06, 2017 9:39 am
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7245
Re: Complete nuclear implementation concept
I would like to reiterate points from previous thread re: 1.Barrelling, separated storage and rad shielding(concrete chests) of radioactive material, radioactive effects on nearby players and other organic entities, 2.More uses for flourine: flouropolymer/Teflon, the aforementioned poison capsules,...
- Fri Jan 06, 2017 9:00 am
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7245
Re: Complete nuclear implementation concept
I think this is a cool work, you must have set hours for this post. The problem is: I think most of the nuclear power has already been implemented. :) I was kinda counting the hours, but it's at least 20 hours. When I was making the drawings, I figured some ratio or flow won't work. That's why I wh...
- Fri Jan 06, 2017 8:49 am
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7245
Re: Complete nuclear implementation concept
Great write up! There are several mods that currently do add in Nuclear capability. All have different approaches. I think combining ideas either into one large mod or perhaps integrate into the live game is a great idea. Some additions I thought of while reading. - Radiation resistant items: -----...
- Thu Jan 05, 2017 3:45 pm
- Forum: Ideas and Suggestions
- Topic: Multi platform stations should show their name only once.
- Replies: 3
- Views: 1673
Re: Multi platform stations should show their name only once.
Wouldn't it also be great that a station with multiple platforms act as 1 station for scheduling. Train would then look for an available platform.
Downside would be to add a filter to the unloading lines.
Downside would be to add a filter to the unloading lines.
- Thu Jan 05, 2017 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Complete nuclear implementation concept
- Replies: 12
- Views: 7245
Complete nuclear implementation concept
Dear fellow factorio lovers, A while back I wanted to start a discussion on how nuclear power should be implemented in the game. My first idea was to discuss everything step by step. But like a factorio factory, everything is connect to everything. I had a clear idea in my head, but wanted to struc...
- Tue Nov 22, 2016 10:53 am
- Forum: Ideas and Suggestions
- Topic: Option: Grid While Placing Item
- Replies: 12
- Views: 4047
Re: Option: Grid While Placing Item
I'm constantly having to count out tiles when putting Assemblers 3 tiles apart or planning belt paths or trying to work out the damn Roboport's hitbox but I can't stand the grid because it's somewhat obscuring. How about an option for just a small, 3 tile fading grid from the object: PlacementGrid....
- Tue Nov 22, 2016 10:20 am
- Forum: Ideas and Suggestions
- Topic: [Nuclear power] Mining and processing Uranium
- Replies: 8
- Views: 5606
Re: [Nuclear power] Mining and processing Uranium
Batteries in factorio are a fairly short and linear process, and the components used can also be used elsewhere (sulfuric acid, the least versatile component, is still used in Processing Units, and raw sulfur can be used in explosives...) In general, all items in factorio have at least two possible...
- Mon Nov 21, 2016 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Electric Network Info Re-Design
- Replies: 9
- Views: 4389
Re: Electric Network Info Re-Design
Energy consumption and production are always the same. Without a buffer it would create a power dip. That's why steam engines speed up and down, depending on the required amount of energy. But they can only go as far as their maximum production. Maybe we need a bar that shows the maximum energy prod...
- Mon Nov 21, 2016 2:31 pm
- Forum: Ideas and Suggestions
- Topic: [Nuclear power] Mining and processing Uranium
- Replies: 8
- Views: 5606
Re: [Nuclear power] Mining and processing Uranium
Pretty cool insight into what may be coming in 0.15. However, is the process as you have (nicely) Laid out here too complicated? I wonder how much depth the devs will be willing to put into things, considering how comparatively light other production chains are in the vanilla game. My two cents wou...
- Mon Nov 21, 2016 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance Required
- Replies: 17
- Views: 3958
Re: Maintenance Required
Another idea would be to require "maintenance parts" to operate at 100% efficiency after a specific amount of time. If ignored, productivity drops to a minimum, let's say 50%. To keep up the 100% effeciency, it would require the following (for example): assembling machine 1 requires 1 repa...
- Mon Nov 21, 2016 1:23 pm
- Forum: Ideas and Suggestions
- Topic: [Nuclear power] Mining and processing Uranium
- Replies: 8
- Views: 5606
[Nuclear power] Mining and processing Uranium
Dear fellow Factorio players, I would like to create a topic to discuss the idea's how to implement nuclear power. FF#164 has giving a clear base of how the dev's are planning to implement nuclear power plants and the specific mechanics and principles. Therefor I'm adopt the comments writen in the F...
- Sun Nov 13, 2016 9:05 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 107231
Re: Friday Facts #164 - Nuclear power
Since this is nuclear power, there needs to be waste management. I'm suggesting something like: Tech: nuclear power Furnace: uranium ore -> uranium Assembler: uranium + iron plate -> fuel rod Nuclear plant: fuel rod -> spent fuel rod + heat Tech: nuclear reprocessing 1 Chemical plant: spent fuel ro...