I wonder, now that in 0.15 are the heat pipes and heat exchangers for nuclear reactors, there could be alternate ways to get heat:
Geothermal - special nodes generated on map, where you could draw heat from the magma in the ground.
Solar thermal - concentrated solar power to generate heat ...
Search found 49 matches
- Tue May 02, 2017 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Alternate power generation from heat
- Replies: 4
- Views: 3697
- Thu Apr 20, 2017 5:12 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1277545
Re: Factorio Roadmap for 0.15 + 0.16
Also, even after you launch the rocket, you can try to play with different configurations (my favorite is rainbow belts and very compact ecological strategy), you can explore how you can utilize circuits and maybe even build computers...
I personally found the rocket goal rather boring, I came to ...
I personally found the rocket goal rather boring, I came to ...
- Wed Apr 19, 2017 10:37 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 703594
Re: Let's see your clever builds
Hm, this got me thinking.. And a more compact, but little funky variation:Juggla wrote:Here is a clean Steel smelting setup.
- Wed Apr 19, 2017 9:34 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 196824
Re: Attacking biters with turrets makes all weapons pointless
One interesting way to nerf turret creeping: Make worms emit EMP shockwave, which would temporarily disable nearby player structures.
- Wed Apr 19, 2017 9:20 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Power and the bad things that can happen. A list
- Replies: 5
- Views: 4648
Re: Nuclear Power and the bad things that can happen. A list
I would like if there was another form of pollution in Factorio, something more annoying from gameplay perspective (and potentially interesting for PvP). I would suggest radiation waste pollution, which would go nicely with processing of uranium and possibly nuclear reactor meltdown and nuclear ...
- Mon Apr 10, 2017 12:52 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 132543
Re: Circuit network features for 0.15
With the recent implementations of von Neumann probes, I think anything that allows blueprint placement (what e.g. Conman mod does https://mods.factorio.com/mods/justarandomgeek/conman ) would qualify for consideration as well. Also, some more capability to read the map with circuit combinators ...
- Wed Apr 05, 2017 2:37 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1277545
Re: Factorio Roadmap for 0.15 + 0.16
I would also like to see an expansion for Factorio, as a way to support development further. One that I think would be interesting to have an expansion focused on vehicles, like cars, ships, airplanes with various uses (recon, transport, combat).
- Sun Oct 30, 2016 2:07 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 99653
Re: Friday Facts #162 - Theme Art Again
I agree with the reasons for removing the artifacts but I will miss the little pink anime girls.
I will miss the pink anime girls too! Although I would also like to voice my support in leaving artifacts in for optional things, mainly player equipment. So you could win the game (and do everything ...
I will miss the pink anime girls too! Although I would also like to voice my support in leaving artifacts in for optional things, mainly player equipment. So you could win the game (and do everything ...
- Thu Jul 07, 2016 7:31 pm
- Forum: Combinator Creations
- Topic: 0.13 Rainbow Belts and other madness
- Replies: 55
- Views: 49592
Re: 0.13 Rainbow Belts and other madness
I have done something similar with 0.12, here: https://forums.factorio.com/viewtopic.php?f=8&t=25107
But I agree that 0.13 makes some things like this easier, you don't need the counting chests anymore (but also some more difficult in fact, for example in newer revision of the above base I used ...
But I agree that 0.13 makes some things like this easier, you don't need the counting chests anymore (but also some more difficult in fact, for example in newer revision of the above base I used ...
- Fri Jul 01, 2016 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Smart Assemblers
- Replies: 13
- Views: 7488
Re: Smart Assemblers
I would suggest this way:
Level 1 Assembler can have one recipe.
Level 2 Assembler can have two different recipes, switchable with combinator network.
Level 3 Assembler can have 3 or 4 different recipes, again switchable with combinator network.
Alternatively, there could be a "flexibility ...
Level 1 Assembler can have one recipe.
Level 2 Assembler can have two different recipes, switchable with combinator network.
Level 3 Assembler can have 3 or 4 different recipes, again switchable with combinator network.
Alternatively, there could be a "flexibility ...
- Tue Jun 28, 2016 7:14 am
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 250460
Re: Version 0.13.0
Looks excellent, great job!
Few nitpicks:
Why was the color of filter inserter changed? I kinda got used to the green ones.
Enemies are now less picky where to build their bases - I loaded my old save and I was surprised, so a bit of warning for others. :-)
What about the 8-legged surprise? It ...
Few nitpicks:
Why was the color of filter inserter changed? I kinda got used to the green ones.
Enemies are now less picky where to build their bases - I loaded my old save and I was surprised, so a bit of warning for others. :-)
What about the 8-legged surprise? It ...
- Mon Jun 27, 2016 3:26 pm
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 71232
Re: Friday Facts #144 - The gfx report
I approve, and it would surely be nice to see the ability to build boats and (at least) railway bridges.
I think the devs should keep boats and airplanes (other modes of transport), and corresponding enemies, as an option for special later add-on for Factorio, to raise more money on development ...
- Thu Jun 02, 2016 9:30 pm
- Forum: Show your Creations
- Topic: How do you think this solar panel / accumulator design?
- Replies: 10
- Views: 12345
Re: How do you think this solar panel / accumulator design?
Hm, this got me thinking.. If you want solar tile design without substations, why not return to the basics?
solar-tile-1.png
You can see it tiles quite nicely, no gaps:
solar-tile-2.png
I know, the ratio is a bit off, but I prefer to err on side of solar panels anyway (and I like the ...
solar-tile-1.png
You can see it tiles quite nicely, no gaps:
solar-tile-2.png
I know, the ratio is a bit off, but I prefer to err on side of solar panels anyway (and I like the ...
- Wed May 18, 2016 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Solar pavement
- Replies: 3
- Views: 1801
Re: Solar pavement
Yes, I mean exactly those. I don't think inefficiency in the real world is a problem for a sci-fi computer game.deepdriller wrote:You mean like solar freakin' roadways?
- Wed May 18, 2016 3:19 pm
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 153976
Re: Splitter not working properly
If you split the belt per lane, you could get something like this:
http://i.imgur.com/KACAUMB.png
That's true. But if the splitter worked for each line but not by item, then another splitter would fix this. However, I am not sure how to fix the merge problem I have with the current behavior ...
http://i.imgur.com/KACAUMB.png
That's true. But if the splitter worked for each line but not by item, then another splitter would fix this. However, I am not sure how to fix the merge problem I have with the current behavior ...
- Wed May 18, 2016 12:48 pm
- Forum: Implemented Suggestions
- Topic: Blueprints to save modules
- Replies: 4
- Views: 2174
Re: Blueprints to save modules
Thanks, great!ratchetfreak wrote:already planned for 0.13js1 wrote:I wonder why blueprints do not save modules that are used in factories. I think it would be nice addition since many builds depend on specific modules you use.
- Wed May 18, 2016 12:48 pm
- Forum: Implemented Suggestions
- Topic: Fix/change train wagon size to be even number of squares
- Replies: 9
- Views: 3785
Re: Fix/change train wagon size to be even number of squares
You should read the Friday Facts news posts more often, the solution is in development for V0.13. Not only will the trains have the same length vertical as horizontal, but the wagons will be an exact number of tiles long.
Thanks, that's good to hear. I am pretty new to the game, I probably read ...
- Wed May 18, 2016 12:45 pm
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 153976
Re: Splitter not working properly
is there any real application of per-item-type behavior? I don't see any.
If you don't have more than 2 items per belt (like you shouldn't) then it has no purpose.
Can you be more specific about the real application of the current behavior for more than 2 items?
I do have more items (see https ...
If you don't have more than 2 items per belt (like you shouldn't) then it has no purpose.
Can you be more specific about the real application of the current behavior for more than 2 items?
I do have more items (see https ...
- Wed May 18, 2016 7:10 am
- Forum: Ideas and Suggestions
- Topic: Solar pavement
- Replies: 3
- Views: 1801
Solar pavement
Currently, we can pave with bricks or concrete. I have suggestion for another option: solar panels! Perhaps solar pavement should be less efficient that solar panels per tile, but it would be nice addition to your base and the way to show off your wealth!
- Wed May 18, 2016 7:05 am
- Forum: Ideas and Suggestions
- Topic: Underground tunnel for player
- Replies: 1
- Views: 2242
Underground tunnel for player
So we have underground belts and underground pipes, but what about the poor player character? Maybe there could be a similar "underground tunnel", which would let player enter on one side and appear on the other side (after some time, depending on movement speed). So for instance one could make the ...