Search found 89 matches

by Yandersen
Sun Oct 13, 2019 4:07 pm
Forum: Ideas and Requests For Mods
Topic: Space Magnate game mode
Replies: 1
Views: 225

Re: Space Magnate game mode

There is a mod called " Black Market ", which is somewhat close to the thing proposed (too bad the author dropped it). Anyway, the way the trading works in Black Market is through the magic chests, tanks and accums, exchanging contents with some sort of "trading realm", I guess. If, instead of those...
by Yandersen
Sat Oct 12, 2019 11:19 am
Forum: Ideas and Requests For Mods
Topic: Space Magnate game mode
Replies: 1
Views: 225

Space Magnate game mode

Overhaul of the basic game concept. "In the age of advanced technologies, intergalactic travel and space-wide economy, the freelancing individuals started to claim the entire planets for their business needs." We start as one of those individual entrepreneurs who just landed on Nauvis. The player sp...
by Yandersen
Sat Aug 31, 2019 4:34 am
Forum: Ideas and Requests For Mods
Topic: Double Furnace (Iron & Copper)
Replies: 4
Views: 357

Re: Double Furnace (Iron & Copper)

Why not just mixing ores on a supply belt and using filter inserters after the furnace? Will work in vanilla.
by Yandersen
Sun Aug 25, 2019 8:45 am
Forum: Ideas and Suggestions
Topic: Show Logistic/Circuit conditions in tooltips.
Replies: 11
Views: 818

Re: Show Logistic/Circuit conditions in tooltips.

Adding myself to the voters' pool. I think tooltips for the entities should be reworked to be more useful and informative.
by Yandersen
Wed Aug 21, 2019 9:11 pm
Forum: Ideas and Requests For Mods
Topic: Space trading game concept
Replies: 2
Views: 251

Re: Space trading game concept

You guessed right! XD Just finished the playthrough with MSI. Yeah, that one made me think about those things proposed.
by Yandersen
Wed Aug 21, 2019 9:07 pm
Forum: Ideas and Requests For Mods
Topic: New modules for the armor
Replies: 6
Views: 435

Re: New modules for the armor

The armor charging thing already exists as a mod, works pretty good. Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss https://mods.factorio.com/mod/Induction%20Charging Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics...
by Yandersen
Tue Aug 20, 2019 5:30 pm
Forum: Ideas and Requests For Mods
Topic: Space trading game concept
Replies: 2
Views: 251

Space trading game concept

Vanilla experience leaves an aftertaste of pointless affords. A whole game is about a single rocket launch. Feels like half of the story. IMO, the game should be just about rocket launches, many of them, and that is where resources should go - into production of actual things, not absurdly sinking i...
by Yandersen
Tue Aug 20, 2019 4:15 pm
Forum: Ideas and Requests For Mods
Topic: New modules for the armor
Replies: 6
Views: 435

Re: New modules for the armor

The armor charging thing already exists as a mod, works pretty good. Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss https://mods.factorio.com/mod/Induction%20Charging Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics...
by Yandersen
Mon Aug 19, 2019 4:37 pm
Forum: Ideas and Requests For Mods
Topic: "heat furnace", new furnace using heat from nuclear reactor
Replies: 13
Views: 868

Re: "heat furnace", new furnace using heat from nuclear reactor

Unrealistic. Especially for the furnaces (much higher temperatures needed than 1000 C). For chem plants... Well, not really either - usually reactions require certain specific temperatures, and reactors' temp tend to fluctuate. The idea itself is attractive, but IT'S A TRAP!!! :)
by Yandersen
Mon Aug 19, 2019 4:23 pm
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 1754

Re: Smart Station for outposts

Hah, truly, it is so simple! Just use a control wire to connect ALL boxes with each other and the station, configure the condition when the station should start inviting visitors and voila! No combinators needed at all. Hm, works like that. What was the problem with it initially? IDK, doesn't matter...
by Yandersen
Mon Aug 19, 2019 3:07 pm
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 1754

Re: Smart Station for outposts

Hah, nope. At the moment the station disabled any loading train leaves it immediately, so it will leave unfull. Tried that. They once made it this way, but repatched it back in. I'm using circuit controled trainstations aswell and its working just fine. Maybe it has something to do with the wait co...
by Yandersen
Mon Aug 19, 2019 2:25 pm
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 1754

Re: Smart Station for outposts

But f you drop the wire to the signal then the train will simply drive through the disabled station and go somewhere else. Holy guacamole, you r right! Then there will be no need for a mentioned chain signal for detour! That smart, will work on that. Thank you! You can also improve the station: If ...
by Yandersen
Mon Aug 19, 2019 2:12 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 71191

Re: Parrallel processing in games & applications

Jeez, seeing a topic like this surprised me as much as a cooler on my laptop which sometimes just stops and chills when I play Factorio. Honestly, the level of optimization this game has right now is just epic. Whoever wrote the code must be a magician and truly deserves a cookie. Really, the qualit...
by Yandersen
Sun Aug 18, 2019 2:49 am
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 1754

Smart Station for outposts

Assume you have dozens of mining posts of multiple sizes scattered around the map. And train network grid coverage over the large area. And one centralized unloading location, from which trains dispatched empty and return full of ore. When you need more ore, you build another outpost somewhere, conn...
by Yandersen
Thu Aug 15, 2019 7:53 pm
Forum: Ideas and Suggestions
Topic: New enemy suggestion: Stalker
Replies: 6
Views: 464

Re: New enemy suggestion: Stalker

Koub wrote:
Tue Aug 13, 2019 9:50 am
(although I think that it's very unlikely, being that close to the release).
You make it sound like release means the end of development. Nah, I must be just paranoid as always... :)
by Yandersen
Thu Aug 15, 2019 7:49 pm
Forum: Ideas and Suggestions
Topic: Map mode showing radar coverage AND radar positions
Replies: 4
Views: 280

Re: Map mode showing radar coverage AND radar positions

Absolutely right idea!
Joining the club without second thought.
by Yandersen
Tue Aug 13, 2019 9:40 am
Forum: Ideas and Suggestions
Topic: New enemy suggestion: Stalker
Replies: 6
Views: 464

Re: New enemy suggestion: Stalker

A lot of detailed specifications, from which I extract the basic idea: new type of bugs that afraid of light and that burrow to become invulnerable once lit. Nice new mechanic, so it is good - putting lamps around the base for protection seems like an interesting addition to the scarce alien biome. ...
by Yandersen
Thu Aug 08, 2019 7:26 pm
Forum: Ideas and Suggestions
Topic: New resource extraction mechanics (for mineable patches)
Replies: 4
Views: 276

Re: New resource extraction mechanics (for mineable patches)

That's why I'm pretty sure your idea won't happen in vanilla. Curious, was this argument ever mentioned/considered: The forth advantage of patches being permanent is that it opens room for extension of resource types by introducing new rare resources extending the game variety. Such rare deposits n...
by Yandersen
Thu Aug 08, 2019 6:57 pm
Forum: Ideas and Suggestions
Topic: New resource extraction mechanics (for mineable patches)
Replies: 4
Views: 276

New resource extraction mechanics (for mineable patches)

TL;DR Suggesting to make mineable resource deposits (like ores) neverending but different in richness. What ? Instead of defining individual tiles with resource by the amount of that resource contained within the tile, the patch as the whole may be defined just by a single parameter - by "richness"...
by Yandersen
Thu Aug 08, 2019 5:19 pm
Forum: Ideas and Requests For Mods
Topic: New modules for the armor
Replies: 6
Views: 435

New modules for the armor

Few things came to my mind. 1) "Jetpack". https://3c1703fe8d.site.internapcdn.net/newman/gfx/news/hires/jetpack.jpg It is hard to resist using Helicopters . The convenience the heli brings when travelling through the maze of the big base simply forces you to forget how OP is it when it comes to wipi...

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