Search found 17 matches

by Longbolt
Wed Feb 21, 2018 3:12 pm
Forum: Ideas and Requests For Mods
Topic: Self-propelled gun mod?
Replies: 2
Views: 525

Re: Self-propelled gun mod?

Hmmm, not quite what I've been looking for, but thanks for the suggestion regardless.
by Longbolt
Wed Feb 21, 2018 8:00 am
Forum: Ideas and Requests For Mods
Topic: Self-propelled gun mod?
Replies: 2
Views: 525

Self-propelled gun mod?

Screen07.png Yeah, artillery turrets and wagons are cool an all, but they have mobility constraints, and using a targeting remote is boring. I want to roll around in a fuel guzzling, roaring steel behemoth that hurls shells. Anyone know of any mods that will fulfill this desire? http://tanks-encycl...
by Longbolt
Wed Feb 21, 2018 6:34 am
Forum: Frequently Suggested / Link Collections
Topic: Where is my "Portable Nuclear Reactor" for my power armor?
Replies: 8
Views: 2138

Re: Where is my "Portable Nuclear Reactor" for my power armor?

Lol, I though this in the past too. It might be better if they just made the portable fusion reactor an atomic battery, or added fusion as a possible energy source besides fission.
by Longbolt
Sat Jan 06, 2018 3:24 am
Forum: Ideas and Suggestions
Topic: Subterranean Logistics with Packages
Replies: 0
Views: 268

Subterranean Logistics with Packages

I’ve been holding onto this idea for some time now. However, the most recent Friday Facts has encouraged me to throw this idea out there. TL;DR An integrated suggestion, consisting of two distinct parts: 1) a new item that modifies belt gameplay, 2) new buildings that satisfy a niche role in transp...
by Longbolt
Tue Nov 28, 2017 1:55 am
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 99
Views: 15044

Re: round up fluids reading train inventory

Seems to me the real solution to the problem should be "Use integers instead of floats for fluid values". Though that would probably be a headache to change. Yes I thought the same a while ago. Maybe the developers can provide some insights why they decided for floats. As a programmer, I can say th...
by Longbolt
Tue Nov 28, 2017 1:49 am
Forum: Ideas and Suggestions
Topic: train stop circuit network 'contents' should include player
Replies: 7
Views: 901

Re: train stop circuit network 'contents' should include player

Yeah, an Occupied / Unoccupied condition could be easily added. This is one of those quality of life details that would make the game better.
by Longbolt
Mon Nov 27, 2017 10:23 pm
Forum: Ideas and Suggestions
Topic: Post end game combat proposal
Replies: 3
Views: 572

Re: Post end game combat proposal

I like this suggestion. Factorio is about automation. Combat needs to be automated.
by Longbolt
Mon Nov 27, 2017 10:03 pm
Forum: Ideas and Suggestions
Topic: Assign Trains to Schedules
Replies: 46
Views: 5387

Re: Assign Trains to Schedules

Assign Trains to schedules instead of creating schedules for Trains over and over again. At the Moment we have to create schedules for every Train or copy them over. A more simlplier and intuitive Way would be to create a Schedule and assign Trains to it. This would maybe also allow it to rename Tr...
by Longbolt
Mon Nov 27, 2017 9:35 pm
Forum: Ideas and Suggestions
Topic: Omni-liquid Fuel Burning for Vehicles
Replies: 26
Views: 3005

Re: Omni-liquid Fuel Burning for Vehicles

Sometimes I wonder if solid fuel was a placeholder from the early days because liquid fuel couldn't work in boilers for whatever reason. It would be neat to have more recipes that are just all fluids. I totally agree. Solid Fuel seems like a very generic item. It's just a freaking cube of fuel ... ...
by Longbolt
Mon Nov 27, 2017 9:20 pm
Forum: Ideas and Suggestions
Topic: Omni-liquid Fuel Burning for Vehicles
Replies: 26
Views: 3005

Re: Omni-liquid Fuel Burning for Vehicles

Ok, so I've been doing some more poking at this. So I ran some conversions based on game energy units… which are obscure, but I was able to use existing in-game numbers to calculate this. Assuming Fuel value is akin to Energy Density , here is a realistic look at the Fuel values for each fluid. Unde...
by Longbolt
Mon Nov 27, 2017 7:02 pm
Forum: Ideas and Suggestions
Topic: Omni-liquid Fuel Burning for Vehicles
Replies: 26
Views: 3005

Re: Omni-liquid Fuel Burning for Vehicles

It’s really friggin dumb this isn’t in the game by default. If I were a game developer, I know I'd definitely prioritize a suggestion by someone who said I was dumb for not having already done it. :roll: Well, if I were a game developer , I know I'd definitely care about the opinions of someone who...
by Longbolt
Mon Nov 27, 2017 6:55 pm
Forum: Ideas and Suggestions
Topic: Omni-liquid Fuel Burning for Vehicles
Replies: 26
Views: 3005

Re: Omni-liquid Fuel Burning for Vehicles

Yup that's why Aviation fuel is based on heavy oils like octane or kerosene (8-16 carbons long) rather than pentane/petroleum gas (cars use)... wait, wouldn't they want to pack in the most energy per mass? despite impurities and the preheating necessary longer chain hydrocarbons contain more energy...
by Longbolt
Mon Nov 27, 2017 6:48 pm
Forum: Ideas and Suggestions
Topic: Omni-liquid Fuel Burning for Vehicles
Replies: 26
Views: 3005

Re: Omni-liquid Fuel Burning for Vehicles

I really like the mods that add a tender to the locomotive for fuel. So you put coal in the tender and the locomotive then runs off that coal. Can we have a fluid tender so locomotives can run off oils or wood/coal + water for an early steam powered train. Having a tender is a really cool idea, but...
by Longbolt
Mon Nov 20, 2017 10:21 pm
Forum: Ideas and Suggestions
Topic: Omni-liquid Fuel Burning for Vehicles
Replies: 26
Views: 3005

Re: Omni-liquid Fuel Burning for Vehicles

Yeah, this is just for game balance, but I suppose concessions can be made. However, heavy oil has more impurities, doesn't combust as well, and requires pre-heating - all which uses up energy and makes it less efficient.

EDIT: Content; spelling
by Longbolt
Mon Nov 20, 2017 9:36 pm
Forum: Ideas and Suggestions
Topic: Omni-liquid Fuel Burning for Vehicles
Replies: 26
Views: 3005

Omni-liquid Fuel Burning for Vehicles

Disclaimer: I’m well aware there are mods that cover parts of this suggestion, but I don’t like how they’re implemented, and/or they are not good enough. Also, this suggestion is so basic and intuitive that it should be in vanilla. TL;DR: Liquids should be usable fuel resources. It’s really friggin...
by Longbolt
Wed Oct 18, 2017 7:43 am
Forum: Frequently Suggested / Link Collections
Topic: New Weapons / New Defenses & Armor / Combat / Turrets
Replies: 9
Views: 10758

Re: New Weapons / New Defenses & Armor / Combat / Turrets

Thanks! I was not aware of that information until now.
by Longbolt
Mon Oct 16, 2017 8:22 pm
Forum: Frequently Suggested / Link Collections
Topic: New Weapons / New Defenses & Armor / Combat / Turrets
Replies: 9
Views: 10758

Re: New Weapons / New Defenses & Armor / Combat / Turrets

Looks like this is a mega-thread, so I'll post my suggestion here (along with some links to other users related posts): Related Posts: Defended wagon or trains Killer trains Rail Combat Suggestions Armored Locomotive  Equipped with a long range machine gun, the armored locomotive can defend itself ...

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