Search found 14 matches

by Interceptor
Wed Oct 23, 2019 8:37 pm
Forum: General discussion
Topic: Coal Fuel Value Only 4 MJ?
Replies: 5
Views: 1857

Re: Coal Fuel Value Only 4 MJ?

Deadlock989 wrote: ↑
Wed Oct 23, 2019 8:34 pm
How do you even know how much coal coal is?
Well I assume it is per kg? It is quite confusing to just post 4 MJ so I assume standard units
by Interceptor
Wed Oct 23, 2019 8:33 pm
Forum: General discussion
Topic: Coal Fuel Value Only 4 MJ?
Replies: 5
Views: 1857

Coal Fuel Value Only 4 MJ?

I noticed that coal is burning like paper in a bonfire. So I checked the energy value of coal and I was surprised to see that it is only at 4 MJ. Is there any particular reason as of why it is that low? Has this changed to balance the game or something? I mean real life coal goes up to 30 MJ. Just o...
by Interceptor
Fri Mar 30, 2018 11:42 am
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 6532

Re: Adjacent Power

Yes of course there are electric poles. But have you seen electric poles in New York? They would take too much space thus they placed the wires underground. Perhaps I should expand or change this idea into underground electric wires? Like for example: 10 copper cables + 2 pipes = 2 underground cables.
by Interceptor
Fri Mar 23, 2018 9:26 pm
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 6532

Re: Adjacent Power

Like I said in the other topic, I like power poles. They add to the complexity of the game, both visually and strategically. We need more game elements to play with, not fewer. And as I said earlier in that topic on steam: It does add to complexity if you think about it and it does add more gamepla...
by Interceptor
Fri Mar 23, 2018 9:17 pm
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 6532

Re: Adjacent Power

Deadlock989 wrote:Nah, I'm good, thanks.
I'm glad that you see my point now ;)
by Interceptor
Fri Mar 23, 2018 8:27 pm
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 6532

Re: Adjacent Power

I think you misread my suggestion. So let me be a bit more clear but first PLEASE read this (It's from ssilk global moderator). https://forums.factorio.com/viewtopic.php?f=6&t=30240 That link is basically an argument which says "use and/or make mods because it'll make changes to the real g...
by Interceptor
Fri Mar 23, 2018 8:22 pm
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 6532

Re: Adjacent Power

makes sense if you consider how Power is distributed in real life Realism is clearly not relevant at all. It may or may not be a good idea - but In my opinion this is a necessary feature is clearly untrue, thousands played without it - and most like Factorio as it is a nice puzzle, with electricity...
by Interceptor
Fri Mar 23, 2018 8:11 pm
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 6532

Re: Adjacent Power

A street's a bit different to a coal power plant or a car assembling factory, isn't it? Pretty sure those have overhead cables on pylons. Basically you're asking for the game to be made easier for you ... There are several mods which increase the coverage of poles. I think you misread my suggestion...
by Interceptor
Fri Mar 23, 2018 7:24 pm
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 6532

Re: Adjacent Power

Have you tried to use substations? Or are those still too small for your preferences? Its supply area isn't too small, that's not the issue. The issue is that whenever you want to build a big system (which in that case you would use multiple substations), you build assemblers close to each other bu...
by Interceptor
Fri Mar 23, 2018 5:25 pm
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 6532

Adjacent Power

Hi, I think you all have that problem once in your game, where you always have to make a large amount of electric poles to power stuff and you have electric poles everywhere. It requires a considerable amount of ressources and it can be encumbering which makes it harder to have a compact system. My ...
by Interceptor
Tue Nov 21, 2017 11:51 pm
Forum: Ideas and Suggestions
Topic: Ideas For The Ending
Replies: 6
Views: 1663

Re: Ideas For The Ending

BlakeMW wrote:
Interceptor wrote: Also I'd like to point out that you're only killing those aliens to
... build the universe's largest personal train set and see how many rockets a minute you can launch.
Although I admire your humor, I'd like to return to the topic if you would be so kind troll? ;)
by Interceptor
Tue Nov 21, 2017 2:17 pm
Forum: Ideas and Suggestions
Topic: Ideas For The Ending
Replies: 6
Views: 1663

Re: Ideas For The Ending

Come rescue you? Dear god no. After all the genocide of a presentient species I've committed (which I feel surely must be a serious crime) I launch a satellite to broadcast a message laying claim to the planet and warning that anyone who trespasses will get nuked into oblivion. Hahahaha that would ...
by Interceptor
Tue Nov 21, 2017 9:48 am
Forum: Ideas and Suggestions
Topic: Ideas For The Ending
Replies: 6
Views: 1663

Re: Ideas For An Alternative Ending

I kinda like the "clear a landing zone and defend it" idea (so much that i might steal it for a personal scenario :P). But i'm not sure how this would fit into endless/sandbox game. If you just got rescused from the planet then why the fuck are you still there? On the other hand getting &...
by Interceptor
Mon Nov 20, 2017 10:53 pm
Forum: Ideas and Suggestions
Topic: Ideas For The Ending
Replies: 6
Views: 1663

Ideas For The Ending

Hi there! I've copied and pasted this post from steam to receive max feedback from you guys :D I've been playing Factorio for quite a long time and I know the ending isn't quite satisfactory and still in progress. So here's my suggestion on how the game could end in different ways: Your first goal i...

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