Search found 49 matches

by js1
Tue May 02, 2017 7:49 pm
Forum: Ideas and Suggestions
Topic: Alternate power generation from heat
Replies: 4
Views: 3697

Alternate power generation from heat

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 ...
by js1
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 ...
by js1
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

Juggla wrote:Here is a clean Steel smelting setup.
Hm, this got me thinking..
steel-setup.jpg
steel-setup.jpg (178.57 KiB) Viewed 26369 times
And a more compact, but little funky variation:
steel-setup-funky.jpg
steel-setup-funky.jpg (131.6 KiB) Viewed 26364 times
by js1
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.
by js1
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 ...
by js1
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 ...
by js1
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).
by js1
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 ...
by js1
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 ...
by js1
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 ...
by js1
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 ...
by js1
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 ...
by js1
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 ...
by js1
Wed May 18, 2016 3:23 pm
Forum: Ideas and Suggestions
Topic: Solar pavement
Replies: 3
Views: 1801

Re: Solar pavement

deepdriller wrote:You mean like solar freakin' roadways?
Yes, I mean exactly those. I don't think inefficiency in the real world is a problem for a sci-fi computer game. :)
by js1
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 ...
by js1
Wed May 18, 2016 12:48 pm
Forum: Implemented Suggestions
Topic: Blueprints to save modules
Replies: 4
Views: 2174

Re: Blueprints to save modules

ratchetfreak wrote:
js1 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.
already planned for 0.13
Thanks, great!
by js1
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 ...
by js1
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 ...
by js1
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!
by js1
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 ...

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