Search found 194 matches

by Hexicube
Mon Mar 28, 2016 6:12 pm
Forum: Ideas and Suggestions
Topic: Two separate accumulator types: normal and emergency backup
Replies: 20
Views: 3971

Re: Two separate accumulator types: normal and emergency backup

How would your setup work, if other types of energy are introduced? Like wind-, water-generators. Or nuclear power? Free energy (needs to fuel) -> Accumulator -> Non-free energy -> Emergency This could be implemented with a number priority system. For instance, set solar to 100, accumulators to 75,...
by Hexicube
Mon Mar 28, 2016 1:42 pm
Forum: Ideas and Suggestions
Topic: Add "camera zoom level" to save file
Replies: 1
Views: 249

Re: Add "camera zoom level" to save file

Actually, why not have a default zoom for all games?
by Hexicube
Mon Mar 28, 2016 9:41 am
Forum: Ideas and Suggestions
Topic: Multi-line Combinators
Replies: 1
Views: 325

Multi-line Combinators

Combinators take up quite a lot of room when you want to do a lot of complex functions, therefore it would be nice if a combinator was able to do multiple operations in one go. Initially they would do one operation (like they do now), but research would allow more and more operations in a single com...
by Hexicube
Mon Mar 28, 2016 9:16 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 63853

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Personally, I think nixie tubes don't fully suit the aesthetic of Factorio. Not sure what it is about them, maybe the fact they're very rounded? Also, perhaps large 7-segment displays would better suit the flat display currently being used? Here's something I threw together: https://dl.dropboxuserco...
by Hexicube
Sun Mar 27, 2016 12:37 am
Forum: Outdated/Not implemented
Topic: Pseudo Infinite Mode (A way to have a round planet)
Replies: 3
Views: 938

Re: Pseudo Infinite Mode (A way to have a round planet)

The size of the world isn't mentioned, for all we know it could be 10 times as large as our own. Assuming it's about as large as our own, in order to loop back around you'd need to go about 12.7k km. Assuming a tile is 1m, this puts the time to loop in a car (which is close to 100km/h) at 127 hours,...
by Hexicube
Sat Mar 26, 2016 6:13 am
Forum: Ideas and Suggestions
Topic: HD textures
Replies: 7
Views: 2216

Re: HD textures

Time. None of the old models where created with enough detail to make any kind of HD texture pack possible before the steam engine and the car and would need to be completely re-worked to support higher resolutions. I'd take a poke at it if the models were public, though that comes with its own iss...
by Hexicube
Fri Mar 25, 2016 7:08 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 116358

Re: Solar panels less of a no-brainer

My idea about power: Make energy transport more complex. If you implement two problems: - capacity of cables - loss over long distance Then energy would turn into another logistics problem - which is why we play Factorio :-) This would also add some chalenges to large field of solars. Then you'd ju...
by Hexicube
Fri Mar 25, 2016 6:51 am
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 4408

Re: Pump-jacks make way too much pollution

However, the if part of the factory simply improves itself as time goes by, as would happen in the case pollution being tied to oil per second, then that's another matter. Even if the reduction in pollution is in trade for a loss in oil production, that's not something the player is deciding for th...
by Hexicube
Thu Mar 24, 2016 11:58 pm
Forum: Ideas and Suggestions
Topic: Have 2-3 separate Evolution Factors, use the highest
Replies: 7
Views: 706

Re: Have 2-3 separate Evolution Factors, use the highest

orzelek wrote:
Hexicube wrote:And then the game becomes a walk-over for experienced players.
I think that there is enough mods to prevent this.
Mods shouldn't influence how the game is balanced, otherwise you end up with a game that has mandatory mods that may as well be part of the game.
by Hexicube
Thu Mar 24, 2016 11:57 pm
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 4408

Re: Pump-jacks make way too much pollution

I really don't see why pollution needs to be a factor of material out. In real life, pollution increases as ore supply runs low because you're going after worse ores. What starts with high grade oil or native copper end up with pit mines to go after dirt and rock with a 0.1 percent copper content o...
by Hexicube
Thu Mar 24, 2016 10:57 pm
Forum: Ideas and Suggestions
Topic: Have 2-3 separate Evolution Factors, use the highest
Replies: 7
Views: 706

Re: Have 2-3 separate Evolution Factors, use the highest

And then the game becomes a walk-over for experienced players.
by Hexicube
Thu Mar 24, 2016 10:56 pm
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 4408

Re: Pump-jacks make way too much pollution

It's a case of balance, not thematics. If you need a reason, you could argue the pollution comes from impurities in the oil patch, which would also decrease over time.
by Hexicube
Thu Mar 24, 2016 5:33 pm
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 4408

Pump-jacks make way too much pollution

I didn't look into it too much initially, but after thinking about it, continued usage of a drained well becomes absurdly polluting. Even with efficiency modules, 1.8 pollution for 0.1/s oil is a bit much, and typically you'd want to use a ton of speed modules to get a decent through-put which pushe...
by Hexicube
Thu Mar 24, 2016 5:12 pm
Forum: Ideas and Suggestions
Topic: Rethinking the (very) early game
Replies: 29
Views: 4985

Re: Rethinking the (very) early game

Peter34 wrote:Also, once picked up, they become scrap too, since otherwise inventory management would have to treat each Battery as a separate item with its own 7-digit (in base 10) charge value.
Why? 6 million easily fits within the limits of a 32-bit integer, and structures already do this for damage.
by Hexicube
Thu Mar 24, 2016 3:58 am
Forum: General discussion
Topic: The world wakes up to Factorio
Replies: 8
Views: 2558

Re: The world wakes up to Factorio

kovarex wrote:It is causal, as you can be efficient but you don't really have to, you can take your time to build anything.
That's flexible gameplay. You need to understand a lot and it only gets more complex as you go. The game is in no way casual.
by Hexicube
Thu Mar 24, 2016 2:32 am
Forum: Ideas and Suggestions
Topic: Concept: Engine/Generator Modules for Machines
Replies: 19
Views: 4374

Re: Concept: Engine/Generator Modules for Machines

If it's true modularity of entities, thousand of unique assemblers might be tough even for C++. A plug-n-play system is perfectly fine, it imparts minimal memory/CPU cost regardless of unique combinations. You're just going "power poles connect to me and I accept up to X kW", or "I now have a fuel ...
by Hexicube
Thu Mar 24, 2016 2:14 am
Forum: General discussion
Topic: How much data does the game take?
Replies: 4
Views: 2294

Re: How much data does the game take?

To add to this, my saves are all in the 3-6MB range. Chances are you won't go past 10MB unless exploring like mad. I'd say it should safely fit in 0.5GB.
by Hexicube
Thu Mar 24, 2016 1:31 am
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 14281

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

What i want to know is why are people freaking out about this and voting no when we could please both parties and vote it to be an optional feature. If you do not like this feature do not activate the option, but if you do want the feature activate the option. You can only push the game so far, exp...
by Hexicube
Thu Mar 24, 2016 1:10 am
Forum: Ideas and Suggestions
Topic: [New enemies] Native tribe and concurrence
Replies: 2
Views: 663

Re: [New enemies] Native tribe and concurrence

My first idea was like native tribes that live near water, and get annoyed by pollution because its harming their farming / their religion or something else For all we know the biters are a tribe and pollution is evidently affecting them in some way already, as they mutate into larger biters. Care ...
by Hexicube
Thu Mar 24, 2016 12:58 am
Forum: Ideas and Suggestions
Topic: A more intuitive way to place a wire from 1 object to many
Replies: 3
Views: 699

Re: A more intuitive way to place a wire from 1 object to many

Perhaps it could use the recipe copying binds? That would be most intuitive, since the functionality is shared, one marks and the other acts.

In fact, it could copy the incoming connections, so you do all the work on one and copy it across.

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